A combination of real life workload and general blog-laziness have conspired to keep Blind Hex dark for the last few months, but I'll try to breath some life back in.
First of all, The ABTF CG is over, ending in the British concession predicted by absolutely everyone.
At the end of the second CG date my British were holding only block H. We had about 27 squads (nearly half of which were walking wounded), ELR had dropped and the ammo shortage had gotten worse. The worst blow was the attrition in the leadership ranks.
The Germans on the other hand had lost the vast majority of their AVF's, and also had about 27 or so squads. However, the majority of them were elite. Most importantly there were a lot more of them available for CPP purchase, while the Brits of course can not get ANY additional infantry at all.
As I considered my strategy for the next CG date, the only thing to do would be to max-out on fortifications and dummies, and bump up the sniper. I would try to keep him shooting at ghosts and try to get some open ground shots.
As my scheduling problem drew on, and I considered the travel time between Joe's place and mine, I decided that I had to call it. I would have loved to have played one more CG date to see how it would go. As I told Joe, if we lived 10 minutes apart I would certainly not concede yet.
In the end, it just seemed like the chance for victory was so slight, that calling it a day was best the course.
I also left the SP101 Jura Juggernaut AAR hanging.
I've been unable to find my notes, but the Russians won. Here is the endgame photo:
Jim got his exit points pretty easily by the appointed time, and the game continued. My Russians were able to work the shrinking perimeter defense around the southern bridge as the Germans pressed in.
In the last turn, Russian squads at either end of the bridge were in place as roadblocks to prevent any German infantry from getting on the bridge (without some kind of miracle). However, Jim still had some vehicles that could drive through get onto the bridge.
He tried to get there from both directions. As a tank from the eastern bank was rushing through, it was engaged in CC reaction fire which eliminated it.
Another vehicle from the west rolled right through the squad guarding on that side. I thought I had lost as the tank would easily move through both bridge hexes and gain control, right? Wrong.
As Jim correctly pointed out, a vehicle can only control the location it is in. Once it leaves, control reverts to it's previous status: enemy or uncontrolled (A 26.12). Woo-hoo, Russians win!!
I'm certainly not the first to say that this is a terrific scenario. It's very spread out, there are lots of options for both sides, and there is a lot going on. I would take either side.
SP101 Jura Juggernaut gets the Blind Hex stamp of approval.
Will be posting a bunch more often hopefully in the near future as my schedule starts to settle back down.