Thanks Ed.
I appreciate the feedback.
Practice, practice, practice...that appears to be my strong suit...and I may get one of these right eventually...;)
I never really stop working on these, and a Rev 2 will be in the making after this round of testing.
Probably going to (further) trim some units and slow down the overall pace of reinforcements and releases, but it plays fine as it is.
I've heard from two tests they have gotten it done and over with right at the start line!...lol...which is fun...but the idea was to fight for Hill 112...NOT the Muc(k) River...
All good.
Fights in the CS series take on their own identities, and you have to let go at some point. Players always find ways, niches, tactics and strategies you can't predict. That's one of the reasons this CS Series is as good as it is.
112 is a bit crowded at times. The thing is, it's pretty accurate. They really did stuff 3 Divisions through a 4 mile wide gap. Add the mud of the real battle, and it's easy to see how some units waited a day just to get into action.
One thing your Germans will have going for them is that clear day that is breaking over the battlefield.
If you can keep them intact, those Panthers and Tigers will enjoy those long shots. The fog burns off by midday, something like Turn 20.
Early on the Scots can play a little rugby with the Germans...up close and personal...the way they like it...Churchills and Crocodiles...
The 15th Infantry Division was an amazing group of rookie citizen soldiers who marched into Hell the very first day they fought. They never flinched.
Probably the bagpipes...let's check with JB/Von Luck...but I wouldn't want to head back home and listen to all that caterwauling...
Regards,
Dan