Alan Snider - Dec 18, 2005 3:33 pm (#11569 Total: 11637) On the Playtest Table: Khyber Pass Games' "The Battle of the Little Bighorn"; and announcing the "Northern Knights Wargaming Group" in Vancouver, Canada with a retail store of it's own at http://www.stalag17wargames.com/ GAMEDAY, Dec 18/2005: Terence Co and I tried the new S&T #232 Dagger Thrusts: Montgomery & Patton. I again took the Americans, with Terence set to direct the German defence. In my initial playthrough with the Patton scenario, I had a really tough time clearing Metz, and this resulted in my offensive stalling just beyond Saarbrucken/Trier. This time, I intended to take the lessons learned an get a better playthrough. I more or less chose the same airborne landing areas for the AAA units. They landed adjacent to the Ruhr from Boppard to Karlsruhe. The Poles landed on the west side of the Ruhr at Worms. The first thing to be altered from my first playthrough was the choice to take move-move, rather than move-fight on the first turn. I took one complete brigade around Metz ,through the woods, but ensure to block the retreat from Metz. I was able to do this only partially, choosing to create a superstack of 2 complete brigades set to mobile assault on the next turn. I also managed to get a complete brigade right up next to Saarbrucken. The Germans at Metz chose to pull back, although slowed by ZoCs they could not completely extricate themselves from the situation. It did, however, force the Americans to take move-move, or move- fight; as the superstack was no longer in range to fight. The next 2 turns centred fighting in 2 areas...near Trier and Saarbrucken, and the airborne units being attacked near the Ruhr. As one might expect, the Poles were the first to be pounced upon, and they were eliminated in a bloodbath (German option). Fortunately, I had placed the balance of the airborne units in such a way that it was difficult to get more than 1 attacking hex adjacent and the German dierolls helped as well... the results were often DE, which is a single step loss. The airborne units looked like they just might hang on... On turn 3, I received a brand new full brigade (with unit cohesiveness intact) which I moved up to Trier. This allowed me to present a threat of sorts to any units up in the Ruhr industrial area ie. the Germans would have to keep units in the area to prevent that possibility. My thinking was..I would hold them back til turn 6, then head to help establish the bridgehead. This way, the Germans protecting the Ruhr would not be able to arrive in time... The Germans to their credit, kept taking bloodbath options whenever presented to them on counterattack. this had the nasty effect of eliminating partial brigades and their unit cohesiveness bonus with it. This proved such a effective strategy, that the American were left with barely over half (4 of 7) of the full brigades intact by the beginning of turn 6. On the bright side, the Americans were indeed fighting for the bridge hexes at both Gemersheim and Mainz. As the airborne units had held at Boppard, the American scooted a full brigade around behind Mainz on turn 6, thereby having some units attacking at full strength. The fighting across bridge hexes alone are nearly impossible. The remaining German units around Mannerheim and Karlsruhe were penned in by airborne units and a single intact brigade, just in case they had ambitions of cutting off the American land-based supply lines. This became a real danger on truns 7-8, as there were precious little American units left to secure the bridgehead AND protect their supply line. On turn 8, I was able to fan out and take a full 7 hexes on the east side of the Ruhr between Worms and Mainz, with the bridge at Worms in American hands. This was a difficult set of final moves as I need to prevent the Germans at Mannerheim from counterattacking and reducing the bridgehead below 5 hexes. As I had 7 Ruhr hexes, even a successful attack by the Germans out of Mannerheim could not prevent the American victory. The Americans were spread awful thin, but they did fulfill victory conditions. The 1st turn of Dagger Thrusts is the most significant, as I believe that if you "gack" your offensive on the first turn. that may determine your fate. That being said: If the American can get out of the blocks in good shape, it makes for a very tense game, with lots of tough decisions as they race against the clock. Also note, I have had maybe one rules question as we've gone through 2 games. I cannot remember a rulebook where I only required one explanation/ clarification. This game will delight wargamers with many playthroughs, and the game is short enough (3 hours) that you can play it twice in an evening... Perfect chance to try the Montgomery game , too