(03-01-2014, 06:28 AM)ComradeP Wrote: The initial stages of a scenario like this become a lot easier if you know where the first defensive line is. It must be pretty close to impossible to win if you're playing it for the first time. With a time limit of 10 turns, each move matters a lot more than in a longer campaign game.
The guys did this AAR on an older version (look at the objective hexes).
That meant there were no ? Indicators for the frontline. I realized as you mention ComradeP that there was no idea where to drive to etc and we wanted players to get there in one turn and not three.
David