Move Four. The Panther has a clear line of sight to the advancing
Cromwell. The target is acquired, aimed at and a shot taken. To my surprise
this only resulted in temporary damage and the reduction in command dice to
5D6.
Bizarrely, a return shot
from the Cromwell’s 75mm resulted in a mirror image result to the Panther!
Finally Tiger and Firefly
both manoeuvred into better firing positions ready for the next turn.
Move Five. The Tiger had the initiative and took a first shot
at the Cromwell causing the crew to bale out.
The Panther failed to get
the dice scores to shoot at the Firefly ……everything but the 4 to shoot and no
Wild Dice to be seen! Then the same thing happened to Firefly leading to a
stand-off.
Move Six. The Tiger, however, continued its slow advance and took up a firing position against the Firefly.
Critical
hits against the Firefly left it burning, but the crew baled out to fight
another day.
Not an altogether
unexpected result given the points imbalance, but a god (if very quick!) game
all the same.
The switch back to inches
from cm. was a success making things far more dynamic and fast paced.
Once I got into shooting,
the mechanism really is very simple and I managed to survive off a quick play
sheet I downloaded from the TFL Yahoo group’s pages.
I rather enjoyed myself as
this works very well solo. There’s plenty of unpredictability built in (praying
for the right command dice etc.) so the inevitable “helicopter” overview doesn’t matter at all.
I think I got the terrain
density about right. It provided sufficient cover if you chose to use it
(Cromwell crew please take note) without slowing movement down too much.
Whilst I only played two
tanks per side, the rules are simple enough that I could have easily fielded
twice that many.
The 1/150 (N scale) worked
well. A good balance of visual spectacle combined with compact playing area.
I shall definitely be back
for more….
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