With a total blast of an ASLOK behind us, at long last it looks like we'll be getting the ABTF CGII underway tomorrow.
As I've been telling people that I'm about to start on this CG with the Brits (by my choice), I've received a few incredulous looks. "YOU chose the Brits?" "That's a total dog!"
Well, it may be. I know that CGIII is largely considered a dog (something like 16-2 on ROAR). But, there are no recorded playings of CGII on ROAR, and I can not find an AAR or mention of CGII anywhere on the web.
CGII, obviously, is the second half of CGIII, at the start of the German counter attack. The Brits will have fifty-some high quality squads on map. The units are a mix of paras, glider troops, engineers, and commandos. They will have very good leadership from Col Frost and his staff. They are equipped with Gammon Bombs (similar to ATMM) for combating the German tanks and SPGs.
The drawbacks are many. Some of the British squads and a few of their leaders start the campaign as "walking wounded". The British will suffer from an ammo shortage which will increase in severity as the CG dates go by. There is no British Armor to speak of. And the biggest drawback of all: no infantry reinforcements.
All this means that taking the British side will require VERY disciplined play (not my strong suit). It will be all about force preservation, and making every shot count. I'll try to use dummies to play a 'three card monty' and keep Joe guessing. With some big German ARTY likely to be falling It will even more important than usual to maintain concealment, and keep our heads down in the stone buildings.
If this is a dog, then we probably won't stay at it very long. But the idea of this CG really appeals to me. There's something about the desperate barely-hanging-on defense that I find dramatic and intense.
I guess we'll find out soon enough.
ITR8 Beyond the Slaughterhouse -
2 days ago