Saturday, September 28, 2013

Monty's Gamble; Review/Playthrough




I am normally not a fan of area move games, but I was intrigued by this game from the start.  Lets see how a solo replay goes;

Day 1
Turn 1 - 
 Impulse 0

  • German attempts to blow St Oedenrode bridges and fail.
  • British activate Renkum, move one battalion into Oosterbeck and seize bridge to Driel, move two battalions into Arnhem and successfully seize the bridge.
  • Assault forces Germans out of Zone F.

Impulse 1

  • German attempts to blow St Oedenrode bridges and fail.
  • British activate Ginkelse Heide and assault Wolheze with two battalions and artillery support.  Assault fails miserably even with a +4 advantage.
  • Assault forces Germans out of Zone F into Valkenswaard.  Combat results not enough for an overrun.  Two units eliminated; three units retreat to Geldrop D2.

Impulse 2
  • German attempt to blow Eindhoven bridges succeed in blowing the bridge to Valkenswaard.
  • British activate Ginkelse Heide and assault Wolheze with two battalions and artillery support.  Assault fails miserably even with a +4 advantage.
  • British Guards assault from Zone F into Valkenswaard.  Combat results not enough for an overrun.  Two units eliminated; three units retreat to Tongelre D2.
Impulse 3
  • German attempt to blow St Oedenrode bridges succeed in blowing the bridge to Woensel.
  • 82nd activates Mook and assaults Malden with a single regiment and is repulsed by the spent FT.  Move a single regiment to Groesbeck Heights.
Impulse 4 
  •  German attempt to blow Overasselt bridges succeed in blowing the bridge to H.atert
  • British activate Vaalkensward and attempt bridge repair; failing but gaining +1 for next attempt.
Impulse 5
  •  German blow Overasselt - Malden bridge
  • British activate Ginkelse Heide and assault Wolheze with two battalions and artillery support.  Assault succeeds by 1.  GP regiment moves to Driel to secure a supply zone.
Impulse 6
  •  German pass
  • British activate Vaalkensward and attempt bridge repair;failing again
.Impulse 7
  •  German pass
  • British activate Vaalkensward and attempt bridge repair; finally passing.
  • Weather change!  This could be bad.
.Impulse 8
  •  German activate Zutphen and attempt infiltration into Arnhem.  Succeeding with 9SS armored infantry.
  • 101st assault from St Oedenrode to Best. Result in a tie contesting the region and ending the turn.
  • Free activation of Zone F will have guards recon assult Eindoven. Overwhelming success including over run and continue on to Woensoel.
 Key Events
  • Germans blew 5 bridges and got units into Arnhem
  • Allies seized Eindhoven, but Son bridge is blown so XXX advance will be limited. 1AB seized Driel across the Rhine.
Map at the end of turn 1;