RNL FORCES A DRAW
This is the endgame shot of the QB Att/Defend 1250 pts/ 20+ turns RNL mentioned a few posts ago.
As defender,I tried to be smart and spent heavily on 2x Tigers and no ATG's or fortifs, leaving just enough points to scrape up a thin infantry line to hold the flags, sprinkled with a few schrecks.
But my Tigs couldn't withstand his T-34/85 onslaught, they fought for their lives taking 3x T-34's with them but it was a poor exchange rate and the remaining T-34's swept into the heart of my positions sweeping all before them in just 20+ turns...
Beats me why some people need longer games to do the job..;)
Longer games are a tad unrealistic in my opinion for several reasons - Firstly in real war the attacker doesn't have the luxury of doing a slow snails-pace advance because of the possibility of strong enemy reserves and/or air attack showing up anytime, so he MUST get a move on and can't afford to dawdle around.
Secondly, CM has no ammo resupply, so in longer games there's the possibility that both sides will grind to a halt early on through lack of ammo and sit stalemated and bored for the rest of the game.
Thirdly, shorter games add an exciting zing because of the time pressure, giving a faster-moving thrilling game.
In our mirror Att/Def battle, RNL and me both got from one end of the map to the other as attackers well inside 20 turns, so if we can do it so can anybody else..:)
Red arrows= RNL's Russian thrusts
Dark blue arrow=My 2x Tigers counterthrust thrust (both dead)
Final front line=light blue