AAR - Killean's Red

ASL Pegasus Bridge 4


My next game was part of a three scen day vs. John Burns. John (6-24) is at the bottom of our local ladder and I am at the top (28-12), but most of his few wins have come against me. OTOH, quite a few of my wins have come against him, too, so there may well be some padding in my rating.

John wanted a go at the new PB as well, and I wanted to get at least a couple games in, so we went for the shortie, KILLEAN'S RED. I don't have much to write about this one. I slow determined push right up into the village by my Brits won the day. John had no luck with his ELR (as you would expect). I had no luck with my leaders. John's sniper had whacked both of them with 2 turns still left to play. I had to be careful as any breaks meant that unit was pretty much mission killed. I also had no luck with my hero. As soon as he appeared John wounded him.

I don't know what to say about this one. John had his 8-1 and MMG/447 in KK13. I might have put it in the church or somewhere that covered more approaches to the church. He also had an HIP unit way off in the boonies that was largely wasted. Better placement of these units might have made for a tighter game.

Schwerepunkt or flanking force? Even at a measly 4.5 turns, there seems to be plenty of time to get around, so I think there's time for the strongpoint approach. The quality of the Brits is so much better that the German's melt in front of them.

Even if it was a little one-sided, it still was in doubt into the end game and we had a blast. This is one you can play in a couple hours and not feel shortchanged. I don't know if it's so short that it's dicey as we didn't have real big dice swings. (Although having the sniper pick off my 9-2 in a stack of him and 3 squads he was rallying felt, well, like it always does when it so often seems to happen).

Grant Linneberg