William Terdoslavich - Jun 27, 2007 11:37 am (#18954 Total: 19395) I'm tired of playing Euro games. I want to kill!!! RE: Shifting Sands. It came down to the last battle on the last turn. It was that bitter. First, I'm really pleased to have played my first complete game of Shifting Sands. In the previous three or four attempts, I got hosed off the board by turn 5 or 6. This did nothing to build my personal enthusiasm for the game. I saw the merit of the design, even while getting routed. But this was the first time I actually got to enjoy it. To resume the situation, two SA divisions were marching north to Addis Ababa. One Australian division was in Jerusalem, waiting for hell to break loose. The 8th Army was holding the line south from Bardia on the Libyan/Egyptian border. Rommel arrived with some infantry and armor battle groups, no divisions yet. So far I was lucky that the two Panzer divisions did not show up. Those two units plus the Rommel two-column shift were often hellacious. I kept the focus of allied attack on hitting the German stack to whittle it down so that Rommel had no mass to smack me with. (That German stack eventually picked up the 164th Infantry and 15th Panzer.) The South Africans maintained their push on AA, finally taking it after three turns of attack. (Italians die hard when they want to.) Once East Africa was secured, two divisions could go north. I only lost one VP for failure to make the East Africa deadline. The Vichy French got revolting. So did the Iraqis. The sole Aussie division had a lot of work to do, barging north to Beirut. The lone armor battlegroup I thought I was going to send to Khartoum to smack the Italians from the north got re-routed to Palestine to help oust the French. This consumed a couple of cards, but I secured Beirut and the Vichy problem went away. The same armor group/Aussie division then drove on Baghdad to repeat the experience. No more Iraqis. German card play was quite good. I got hit with the Aussie withdrawal card (thankfully after Baghdad fell), before I could get two Aussie divisions as reinforcements. (Several times I got hit with cards that pulled divisions away.) Monty arrived and so did the armor upgrades. Now I could do things. Malta was secured, cutting the Axis card hand to six. Chris' 88s fouled several of my attacks, but I still managed to pry the Axis out of Tobruk and forced them back to Benghazi. (Still, he's burning Herkules cards for ops now that he could not sue them as events, and those cards pack punch!) But Cyrenaica became paved in gray and I reache dthe limits of my supply lines. Limited supply is a bitch, and 8th Army attacks faded to pinpricks. Torch came very late--Turn 11. I did not fully undestand the sequencing here, having to burn several post-Torch cards to maintain ops in previous turns. One card I should have held on to eliminated limited supply in Algeria/Tunisia. So my invasion was hobbled upon entry. The Americans swung southeast around the Dorsals, aiming for Gabes and Mareth. To keep the Germans from shifting southward, Brits pressed attacks on Tunis and Bizerte--without success. Now we are running out of time. I need to secure 2-3 more VP spaces and I am getting no where. A German offensive (four attacks with +DRMs) failed to oust a lone British division holding the dam west of Tunis. It came down to the Americans. The Patton card took away their negative DRM and allowed the higher stack. A limited move pushed a lone division plus two battlegroups to the space just west of Tripoli. Attack. The Italians get pushed out. The Americans go into Tripoli. Fifteenth Panzer teleports to counter-attack Tripoli with out-of-supply column shifts. The two battlegroups get scragged and the division gets chewed, but holds. Two more American units (one a division) moves in. Hold. It was now the last die roll of the game. If Chris rolls a six and I roll a 1, Germans retake Tripoli and restore supply lines for Afrika Corps/Italians. If not, they wither on the vine. The die is cast. I roll a 1. Chris does not roll a six. The Americans suffer losses, but hold Tripoli. Axis units vanish at the end of the turn. Benghazi and El Agehila go over to Allied control. VPs accrue. End of game. I cannot complain about a close-run thing when the game is so well played by my opponent. Thank you, Chris.