3:50 Technically, if he would have done the breakthrough attack with only one of the two commandos, he could have advanced the other commando towards Nocera Inferiore afterwards. But that probably would not have been very smart. 10:10 Germans have the air support available only when the weather marker is on C and allies are unable to use Montecorvino Airfield. 11:38 There was no way for the beachhead to survive because every possible DD result was either a failure or step loss. 11:55 After a breakthrough combat, you can only either advance into the defender's vacated hex and stop or stay still and stop. You can advance into the vacated hex even if you had no advance allowance left. Essentially, the advance into the defender's hex is included in the cost of the breakthrough combat. (But if the breakthrough combat result is *DR4* or *DS,* you can continue the advance afterwards up to the limit of your remaining advance allowance.)
Hi. Thanks for your thoughtful comments. It's been a while since I played this game and reviewed the rules, but here are some thoughts. 3:50 I think you're correct, though perhaps the priority was to take Salerno. 10:10 I think the Germans start the game with a usable air support on turn one. Resupply depends on weather and control of Montecorvino. 11:38 That sounds right. 11:55 I reread Rule 15.2 and I think you're right. It goes to show that there's always more to learn (and remember during the actual gameplay). 😅
3:50 Technically, if he would have done the breakthrough attack with only one of the two commandos, he could have advanced the other commando towards Nocera Inferiore afterwards. But that probably would not have been very smart.
10:10 Germans have the air support available only when the weather marker is on C and allies are unable to use Montecorvino Airfield.
11:38 There was no way for the beachhead to survive because every possible DD result was either a failure or step loss.
11:55 After a breakthrough combat, you can only either advance into the defender's vacated hex and stop or stay still and stop. You can advance into the vacated hex even if you had no advance allowance left. Essentially, the advance into the defender's hex is included in the cost of the breakthrough combat. (But if the breakthrough combat result is *DR4* or *DS,* you can continue the advance afterwards up to the limit of your remaining advance allowance.)
Hi. Thanks for your thoughtful comments. It's been a while since I played this game and reviewed the rules, but here are some thoughts.
3:50 I think you're correct, though perhaps the priority was to take Salerno.
10:10 I think the Germans start the game with a usable air support on turn one. Resupply depends on weather and control of Montecorvino.
11:38 That sounds right.
11:55 I reread Rule 15.2 and I think you're right. It goes to show that there's always more to learn (and remember during the actual gameplay). 😅
10:08 - attacking value is 5 not 7. Am I missing something?
My copy arrives today! ...now to find a willing opponent. :)
Enjoy. I found tanks to be less useful than usual, and determined defense to be extremely useful - especially if you get some positive modifiers.
Nice gameplay
Ken!