I just played through my first solitaire crack at TDC starting with intro scenario 1. I'd like to share my impressions to be sure I am not overlooking some
important aspect or implication of the rules:
- The Alliies are very constrained, with Group Hot pretty much forced to move up the raised road into the op fire of the German atty. Unless I misunderstand the raised road rules, the vehicles must remain in column and can't get off the raised road until they reach the regular road hex right next to the German atty, and this combined with the stacking rules for units in column make forward movement pretty much one choice only... up the road and hope the German atty misses a TQC on its op fire.
- Since the scenario is essentially two turns long I realized that the only reasonable thing for the Allies to do was to surpress or destroy the German atty, rush up the raised road and hope to have gotten enough units past the gauntlet to sucessfully assault the infantry defending the victory hex. I failed this a few times as the bottleneck created by the line of units in column on the raised roads getting bogged down by the German Atty and then infantry just makes it too hard to slip past. I'm sure I'm missing some loophole or rule that makes this more reasonable; please let me know what you think.
- Group Cold seemed to have more options and they were able to follow the raised road to the west of Group Hot, only having to run a short gauntlet of fire from the stationary German atty. However, I found due to the length of the game that this side track simply put them too far from providing muscle to help capture the victory hex.
- As the Germans I concentrated on getting the infantry in position to cover the hexes near the German atty so that Allied units trying to get off the raised road had to cope with op fire and subsequent small arms fire. The strategy seems to be "speed bump".
I'm really asking to make sure I'm not overlooking some obvious tactic; if this is the typical result then on to the next scenario!
Thanks,
Mike
- The Alliies are very constrained, with Group Hot pretty much forced to move up the raised road into the op fire of the German atty. Unless I misunderstand the raised road rules, the vehicles must remain in column and can't get off the raised road until they reach the regular road hex right next to the German atty, and this combined with the stacking rules for units in column make forward movement pretty much one choice only... up the road and hope the German atty misses a TQC on its op fire.
- Since the scenario is essentially two turns long I realized that the only reasonable thing for the Allies to do was to surpress or destroy the German atty, rush up the raised road and hope to have gotten enough units past the gauntlet to sucessfully assault the infantry defending the victory hex. I failed this a few times as the bottleneck created by the line of units in column on the raised roads getting bogged down by the German Atty and then infantry just makes it too hard to slip past. I'm sure I'm missing some loophole or rule that makes this more reasonable; please let me know what you think.
- Group Cold seemed to have more options and they were able to follow the raised road to the west of Group Hot, only having to run a short gauntlet of fire from the stationary German atty. However, I found due to the length of the game that this side track simply put them too far from providing muscle to help capture the victory hex.
- As the Germans I concentrated on getting the infantry in position to cover the hexes near the German atty so that Allied units trying to get off the raised road had to cope with op fire and subsequent small arms fire. The strategy seems to be "speed bump".
I'm really asking to make sure I'm not overlooking some obvious tactic; if this is the typical result then on to the next scenario!
Thanks,
Mike
