The Ceramic Factory: AAR German Player: Nick Drinkwater [ELR X, SAN X] Russian Player: Chris Buehler [ELR X, SAN X]

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1 The Ceramic Factory: AAR German Player: Nick Drinkwater [ELR X, SAN X] Russian Player: Chris Buehler [ELR X, SAN X] Attractions: Late war city fight Factories Possible bouncing Panzerfausts! Lots of uncertainty and choice for both attackers and defenders Flamethrowers Sewers Russian Engineers BIG assault guns Chris Buehler and myself opted for a very sizeable offering from the fantastic Into the Rubble pack from Chas Smith and Bounding Fire Productions. This was my second taste from ITR after a fun game of Debacle at Sung Kiang (ITR-1) against Bill Dorre a year ago. After two great games, I cannot recommend this pack enough there are still at least three more scenarios from here I would love to try. Anyway, The Ceramic Factory is a late-war, in-your-face Budapest slugfest pitting a bunch of desperate but average SS against one of the best equipped and best led Russian forces I have ever witnessed on an ASL battlefield. With 5 x 6-2-8, 15 x 4-5-8, 4 x 5-2-7, 11 x and 9 leaders (yes, I did write that correctly), these Russians are indeed strong-men armed. In addition they have been provided with 4 IS2-ms, and 4 ISU-152s, that although they could all suffer from Low Ammo penalties, are still formidable once they get going. As if all that wasn t enough, the 6-2-8s are all engineers and sappers and they come fully loaded with two flamethrowers and three DCs, plus lots of HMG and MMG support. Finally, they have a 10-2 in charge of everything. Oh yes, and they get given a 76L field gun to try and push into position. Not bad at all! In contrast, this is a very average SS force no mastermen here. No, just 7 x 5-4-8, 7 x 4-6-8, and a bunch of 4-4-7s. They are well equipped with MGs and Panzershrecks, and of course we are now at three-hex Panzerfaust range, but under an interesting rule, Low Ammo will be triggered for the defenders once the Russians have caused 12 sniper checks. Looks like the Russians should be taking every 2+5 and 4+5 shot going to get this to kick in as fast as possible! Gamey but effective.

2 As well as this, the Germans have also been issued three JpPzIV/70s (though with red MP values), which placed in factories may be of much help to stiffen defenses. The biggest asset the Germans receive however, is the deception related to the victory conditions. To win, the Russians have to control both factories on Board 20 (one created by the new factory overlay from BFP, the other by SSR). For the rest of this AAR, I ll call the big overlay factory the Ceramic Factory, whilst the smaller one will be called the Other factory. The key to holding on in this scenario as the Germans is to try and get the Russians to over-commit to taking the more weakly-held factory, whilst trying to maintain a form of pretense for as long as possible about the strength of the other. A truly 50/50 split defense may work but I m wondering if that will have fatally weakened the defense of both factories equally? Likewise, really loading up one of the factories in an 80/20 or 90/10 split will just not delay the Russians enough and all too quickly the full Russian sledgehammer will be brought to bear. Therefore, the Germans have the challenge of trying to create a 60/40 or even 65/35 defense that will hold off and use up enough of the intimidating Russians for sufficient time to fatally weaken their attack on your real strongpoint. This is a tougher task than it looks for the Germans, but it is the extensive fortifications that they have been given that will really assist this, together with good use of concealment. Looking at the board configuration, I personally preferred to make my rock defense the smaller of the two factories. At first glance it looks less healthy as it has no interior walls to shelter behind and also has much better terrain on its western side especially for the Russians to approach through - in comparison the Ceramic Factory approaches are more open being mainly debris, roads and open ground. However, the key thing for me is that the smaller Other factory can only be approached from three sides as the board edge precludes attacks from the south. Also, the north and east approaches to the Other factory are either open ground or orchards. Judicious use of wire can block the open street to the west, and mines can make approaches by Russian infiltrators from the small wooden buildings to the east precarious. Finally, the Germans can really skew their defense by placing most dummies in the Ceramic Factory, but more hidden units and more fortified building locations in the Other factory, allied to all the better quality German troops. In addition, all these traps are hidden to the Russian at game start so for the first 1-3 turns, the Germans should be able to keep the Russians in the dark to their true intentions. So, that is what I proceeded to do. The following slides will take you through turn by turn Chris attempt to secure The Ceramic Factory from its desperate defenders. Enjoy!

3 Key Rule Sections to focus on: Entering Fortified Building Locations and Breaches The core of the end-game German defense will be strongly linked to their remaining FBLs be aware of the mechanics for entering (B23.922) and breaching using DCs (B ) and vehicles (B last line). The potential and the mechanics of Sewer Movement A potential game winner as the German, do not forget this as it could be your best friend (B8.41, B8.42). Factory TEM and movement restrictions for Vehicles Factories are great from the outside but bad once the barbarians are through the gates (B23.741). Vehicles can do bad things to you in factories, but make sure they check for bog (B23.742). The rules needed to use the BFP Factory Overlay Check on the rules (8) for vehicular access for this that come with the ITR pack. Debris Found in Red Barricades (O1) enforce those bog checks (O1.2)! The full implications of Low Ammo All Russian armour has limited ammo to a greater or lesser degree a circled B10 is a killer for those big guns (D3.71). However, once the German Low Ammo kicks in, then its no more ROF, decreased B# and possible casualty reductions (A19.131) all ugly! The need to care about the Panzerfaust To Kill Numbers! One of the very few times where a Pf To Kill is not just a dud check the faust genuinely might bounce off those IS-2ms if they hit the hull (TK of 5 or less)!! Minefields and Wire Germans make sure you make those Russians pay for walking onto your obstacles FT team hung on wire should equal dead!

4 Apparent Setup Defense of the Ceramic Factory: Looks roughly equal in numbers to that presented for the Other Factory. Hidden units and FB Locations are not marked.

5 Dummies Dummies F HIP: Pak 40 HIP: JgPz IV/L Real Setup Defense of the Ceramic Factory: Not much in here mainly half squads and 4-4-7s. One with an 8-1 and MMG form the core of this defense (in op6), but this is mainly a sham, designed to delay but not stop the Russian juggernaut. The good thing about this factory is the presence of the interior walls (unlike the Other factory), but this one can easily be surrounded by the Russians on all four sides. I am hoping this will go at least until Turn 5 until it falls and will suck in a disproportionate number of Russians to overcome the stubborn resistance.

6 Apparent Setup Defense of the Other Factory: Disguise and subterfuge were the aims of this defense. I have strived to make the two factories look equally defended before Chris comes on. I will try to maintain that appearance as far into the game as I can so that I can force Chris to over-commit to the northern of the two factories (the Ceramic factory) and give these Other bad boys a shot at holding out to the end.

7 HIP: W W F HIP: 4-6-8, MMG, 9-1 M 2 AT M W F F F W F M M F M HIP: Pak 40 2 AT M Setup Defense of the Other Factory: The full story! The reality of course is very different it is the Other factory which is the strongpoint in this scenario for me. This factory has the bulk of the and infantry, three of the quality -1 leaders, a hidden AT Gun, and a squad / HMG / 8-1 hidden in D6. In addition, 6 of the 7 fortified building locations (F) are in this factory and it is shielded by mines (M = 6AP), roadblocks and wire (W). A couple of AT mines have been added to try and snag tanks in places where even if they survive immobilized, they are of no further use. The key aspect of this factory is that it can only realistically be approached on 3 sides. The southern side is locked off by the board edge.

8 Russian Setup Turn 1: Chris has broken his eastern attackers into three groups across the length of the board. The central group includes the 76L Art Gun. These will press on directly to the east to test the outer defense of the Ceramic factory. The north group will be picking their way through the debris fields for a turn or two before they can swing south and try and assault the central Ceramic factory on its northern side. Ideally I would like Chris to commit all of this group and the majority of his central group into wasting time reducing the Ceramic Factory. Northern Group Central Group 76L ART The southern group alone are under-strength to take on the task of taking out the Other Factory by themselves. They will need assistance from the west. Southern Group

9 Russian Entry at the end of Turn 1: Chris western attackers form more of a wave across the length of the board. Soviet Monster Stack The 8-0 led stack at the bottom has found the roadblock but is prevented from seeing the row of wires blocking the 20E4-C5 street just yet. They are also about to have an unfortunate encounter with the mines in 20B4. A half-squad lurks in 20G3 ready to try and faust an IS-2m sadly they failed on this attempt. My and LMG in 20H4 Level 2 is poised to make any attempts to cross the factory compound or the E4-G5 street a dangerous proposition. Chris has a monster stack in 2003 to commence his opening assault on the west of the Ceramic factory. Unfortunate encounter about to happen

10 Overview of the play area at the end of Turn 1: No real carnage yet, but I have generated an annoying though wounded hero from an initial HIP half-squad just to the SE of the Ceramic factory. Compare with the previous two slides to see the real nature of the defenses.

11 End of Turn 2 in the Other Factory: Sorry about the flash! My JgPz IV/70s have retreated to more defensible positions and a couple of my outer squads have retreated. Chris has found his first FBL but also his first minefield in 20B4 which killed a Russian My tank hunters in 20G3 KR ed themselves on a miss with their faust Doh! My level two over-watch squad in 20G4 is already proving to be a small problem. Chris first FT has popped out (21B2) in the first of over 12 shots, they have already toasted a (now in 21C1) who will now be forced to retreat on to their own mines oh, the ignominy!

12 End of Turn 2 in the Ceramic Factory: No big changes here. My wounded hero is now dead, and a wicked timely sniper broke a in 20oO5 enabling the Russian western attack group to jump across the road unmolested. My JgPz IV/70 has now repositioned itself to take on the challenge of the IS-2ms. Chris ART gun continues to labor in vain and the Soviet eastern attack force is looking to envelop all that side of the factory. Not shown is the Russian northern attack group.

13 9-2 Deathstar forming up Improbably critted JgPzIV/L Never-ending FT The culprit! End of Turn 3 in the Other Factory: Things have warmed up nicely here. First up, my overwatch squad are about to perform miracles and wipe out 1.5 x 4-4-7s for no loss in H2H CC sweet! Next, Chris has now found all the wire. My routed guys found their own mines and were reduced but the survivors did make it back to the Other factory (20D9). Chris has managed to pop an IS-2m into 20B4 bypass so I will need to swap a concealed unit into 20C6 to reduce both risk and losses. I deliberately retain HIP on the Pak 40 in 20B6 as there is no real upside the best I can do now is DI the beast and it still will just sit there and ping shells off me. Best for me to wait for some other use of the Pak in the future. The worst thing of all however, is how one of my JgPz IV/70s (burning merrily in 20E10) was the victim of a bounding fire Improbable Critical from the ISU-152 in 20A2, which had also rolled through the 20A3 2 factor AT mines without a problem unreal and a huge loss to me! The flamethrower in 20D1 continues its incredible run by starting to damage the defenders in 20D9. Not looking so good!

14 End of Turn 3 in the Ceramic Factory: The end is looking worryingly nigh for the valiant roadhumps in the Ceramic factory. Their armour support (20L7) lost in a gun duel with the IS2-m in 20K6. Their only quality infantry is locked up in a brutal H2H CC in in 20oP6. Their hidden AT-Gun was forced to bounce a half-squad with no juicy chances for side-shot opportunities vs. Russian tanks. And they are shortly to be enveloped in a wave of Russian s from the east. Not looking good. Burning IS-2m in the morning! One good thing was I was able to pop a HIP squad out of hiding to roast an IS-2m by faust in 20Q2 very nice, especially as I didn t bounce the faust! What goes around comes around however, and the Russian sniper had to go and break them a player turn later. The only other bright spot is the undetected FBL in 20oN9. Otherwise, it looks grim in the north.

15 Sorry! Forgot to take pictures from the end of Turn 4. However, the high and lowlights were as follows: Ceramic Factory: My amazing H2H CC luck held again and I was able to wipe out another for the loss of only a half-squad. My broken ex-hip half-squad tank-killers amazing pulled a very timely self-rally out of their behinds and then waltzed over to pop a brilliant ATMM on the exhaust pipe of an ISU-152. This was an AFV which Chris had taken a risk on placing close to them (whilst broken) to get the optimum position for shots at the factory. I was very happy to make them pay strike-two from these Iron Cross Heroes! Chris placed a couple of Low Ammo counters on other armour, but still continued to roast me with his flamethrowers with no X es Grrr! And no Low Ammo enforced withdrawals by tanks either. Double Grrr! In Chris next amazing shot, with his manhandled ART gun, he gets a second Improbable Critical, this time on a concealed squad in the Ceramic Factory s only FBL (20oN9)!! A -4 on the kill leaves gaseous components only a huge loss! Finally, I manage to deploy a squad to create a better wall-of-bodies-behind-interior-factory-walls defense down to about three half-squads, a crew and an 8-0 in here now, but still holding tough. And also now holding the Ceramic factory a turn longer than I expected. Other Factory: Never ending flamethrower shots continue to denude my Other Factory defenders no outright kills. Just a succession of 1 and 2MC which my SS so-called wundermen continue to fail miserably. Chris gets through the mines unscathed with his FT team and then follows this with his 10-2 Deathstar who set themselves up comfortably in MY old FBL!! Bar-stewards! This is very worrying as the lack of interior factory walls in here means that Chris can now touch my western factory defenders with +1 and +2 16, 20, 24 and 30 FP attacks. I am now at the mercy of the 3ROF Gods.and long and bitter experience over the years have shown how much they hate me! The one good thing for me on this turn for the Other Factory defenders is that the combination of mines, wires and ferocious, point-blank, minimum -1 fire has stopped Chris entire western attack force dead in its tracks. The only way Chris will be taking this factory now is from its eastern end. However, with his 10-2 death star and a never-ending flamethrower already firmly emplaced, he definitely has the tools to achieve it. Overall: End of Turn 4: reached the designated required 12 SAN checks Low Ammo now in place. Ugh.

16 End of Turn 5 in the Other Factory: Chris continues to pile up the bodies, I continue to recycle units into the path of the 10-2 deathstar to block moves and limit Chris to single hex advances only. His FT-toting engineers are CX but now at least in the factory in 20C9. The IS-2m in bypass 20B4 has rolled appallingly and has failed to trouble my defenders at all in 20B6 they haven t even needed to show their fortified nature yet. (And of course, the AT Gun there hasn t needed to show itself at all so far). My hidden 8-1 and / MMG in 20D6 was forced to reveal themselves from fire from the deathstar, but this is going to be tough for Chris to clean out from here. It is easy to see the problem Chris has had in getting effective fire in from the west side of the factory.

17 My cunning sewer plan End of Turn 5 in the Ceramic Factory : Not much left at this point, and my tank-hunter extraordinaires in T4 are about to go on a death and glory run up the 20Q6-R5 road to absorb some shots. But I do also have a cunning plan my lord, as Baldrick might say. I know! I ll use the SSR-allowed Sewer Movement to hop from 20oO6 to 20oO9 (under the Russian hero) with the 8-1 and a half-squad. The Russians will have to come back to dig me out, I ll emerge concealed, and I may be able to even win the ambush to withdraw into a neighboring factor hex for a cheap win. BRILLIANT!!

18 Large and angry Bolshevik horde Intended Sewer! The not so cunning result of my final sewer location Doh! End of Turn 6 in the Ceramic Factory: The crew and the 8-0 await their fate from a large and angry Bolshevik horde. The 8-1 and a sits under the concealment in M4 after they got lost in the cellars! They wanted to go from 20o06 to 20o09. Of course, they rolled an initial six and ended up outside the Victory Factory Doh! The angry Bolshevik horde will undoubtedly overrun me in the last Russian movement phase. Overall, not bad though at the end of Turn 6, I m still locking up a tank, three leaders and a hero and approximately 5 squads of different flavours, none of which can now influence the result of the game in the Other Factory. Not a bad effort at all.

19 X ed FT! 6AP Mines Broken FT-totin engineers critically missed rally in the final turn DI ed IS -2m Tank from newly revealed AT Gun Newly revealed 75L AT Gun under burning ISU-152 End of the game in the Other Factory, end of Russian Prep Fire phase, Turn 7 (see next slide for caption)

20 End of the game in the Other Factory, end of Russian Prep Fire phase, Turn 7: The position when Chris conceded as the Russians. Forced to try and break or more ideally kill the two squads in 20D7 and 20C8, Chris has to use more Prep Fire than he would like, especially from the 10-2, HMG stack in 20D8, and a newly arrived FT team in 20F5. With Chris needing to KIA at least one of these two stacks, the SS held tough and only pinned to the deathstar shot and the FT finally, eventually, X ed out after over 12 shots from the two of them. I wish all my flamethrowers would behave like that! Chris had also been planning to use his tanks creatively to make the opportunities to let his guys jump in for all or nothing H2H CCs. He pushed an ISU-152 into bypass of 20E7, but on the third attempt I managed to find and then kill him with a faust, which then covered me in wonderful smoke. This definitely helped and forestalled the attempts by the two squads in 20F7 and 20E8 to get down and dirty. His other vehicle trick he tried to run was to crash the IS2-m in bypass 20B4 through the walls of my FBL in 20B6 and both freeze and also open a breach for follow-up infantry to exploit. At this point, the 75L Pak 40 decided it was all or nothing, so it dropped HIP status, declared a DI shot and rolled the necessary, all of which rained on his parade. Again the FBLs were proving their worth. In a last act of desperation to assist a road-crossing operation by the squads in 20D4, he pushed the ISU-152 from 20A10 into bypass of my 20B6 again, I was able to find the faust in a pinch and gave myself some nice smoke cover, and also no breach was created, so these guys were safe from pretty much everything at that point. Sadly missing from this final effort for the Russians are the other FT-wielding Russian engineers in 20B9 who were forced to rout onto a minefield and then failed to rally after failing a simple NMC on a wimpy 4 flat shot on a MMG rate shot from German berserkers in Turn 6. As a result of this Chris now has only 1 squad left to enter from the south of the factory (20A9) whilst any heroic charges by the squads in 20D4 were a) going to be exposed to massive -1 / -2 leader-directed point blank shots from C6 and D6 with b) massive residual to overcome whilst c) struggling over the wire in 20D4 and 20E6. Even if they survive all that, the Russians will still most likely not be able to enter the 20C6, 20D6 or 20E7 locations as they are all Fortified and contain unbroken squads. Realizing the inevitable, Chris resigned at this point. SS Victory in the last turn! One for the Bad Guys I guess.

21 Chris popped out a great summary AAR after the game which prompted a good response from Zeb Doyle and a summary AAR from myself. (All available on the Banzai Blog). AAR: ITR6 The Ceramic Factory Chris Buehler It took us about 9 to 10 hours to play the Ceramic Factory. We started at Tom s on September 24 and finished at Nick s last night. It s a great scenario with quality troops, large forces, and very tough decisions for both sides. Particularly, how to split your assets between the two factories for both the Russian attacker and SS defender. Even with Nick s SS troops walking away from the large victory location factory on the final turn (actually, they got lost in the sewer and wandered away from the factory), I could not dig the SS out of their fortified holes in the smaller factory. In retrospect, Nick played the set-up shell game to perfection and had me believe his force was more concentrated in the larger factory. I fell for it and sent more troops that way, falling a bit short on the firepower necessary to take the smaller factory. Well played Nick! With respect to balance, ROAR currently shows 13 to 6 in favor of the SS. While I feel both sides can win the scenario, it really comes down to whether the Russian player splits his force in an appropriate manner to assault both take both factories. You do not have time to deal with them one at a time. Chris AAR: ITR6 The Ceramic Factory - Response Zeb Doyle Totally agree with Chris: The Ceramic Factory is a big fun scenario that might favor the SS a bit. I played it as the Soviets against Eric's SS. He opted not to defend the smaller factory with anything other than dummies, and that allowed me to really focus my entire force on just one objective. In hindsight, we both agreed that made my job quite a bit easier. It was still tough going for my troops and it came down to the last turn before I could clear the large factory for the win. One major problem for me was the German assault guns: Eric parked them all in the festung factory and as I killed them off with IS-2ms and FTs, they caught on fire and really hampered my attack. This led to a bit of a stressful end game for me when my approach to the last SS stack was narrowed down by the burning factory to just two ground locations and the roof. The only thing I didn't like about the scenario was the SSR about the German ammo shortage: after 12 German sniper activation attempts, the SS suffer from Low Ammo. As the Soviets, I set up to make it impossible for a painful German sniper attack to occur, and started taking every single AFPh 2+3 and 4+4 I could find. With a 5 German SAN, Eric was faced with Low Ammo by turn two, and that really hurt him with a lot of Wehrmacht MGs X'd out by game end. It felt pretty cheesy and seemed weird that the German ammo expenditure was up to the judgement of the Soviets...seems like it would have been better to give the SS Low Ammo after X amount of Soviet sniper activation attempts. That would have felt (at least to me) the Germans would be saving their shots, waiting for the 'whites of the eyes,' etc, and fit the mood a little better. Still a fun scenario if you are in the mood for a close-in urban slug-fest. Another fun one that has a slightly similar feel, albeit less claustrophobic and with more maneuver, is FT106 Counterattack Along the Danube. This one is 2/0 in favor of the Soviets though, and might be tilted towards them balance-wise just as much as The Ceramic Factory feels tilted towards the SS (either side can win but the favored side does have an edge IMHO). I'm pretty sure I saw FT106 being played at the Austin Team Tournament...anyone have any comments on this one?

22 AAR: ITR6 The Ceramic Factory - Response to the Response Nick Drinkwater Chris, Matt, Zeb. Agreed with everything you've all said. With these equal split victory objective games, as the defender, its perhaps a little easier as you really do get to fight the ultimate battle on a battleground and force balance of your own choosing (try AP20 Victory is Life as another example of this where the Russian attackers have to choose force balance quite accurately from the start). Looking at the two factories, I opted to defend the smaller of the two, primarily as it sits up against a board edge and hence the Russian has only three main approach routes - the big factory can easily be surrounded from all four sides by the Russians. The key decision that the German has to make is how to split his force and yet make it look to the Russians like he has really divided his units in half. I did this by approximately splitting my force numbers 60:40 but in terms of concealed stacks made it look more 50:50. As well as this numbers balance, I also went for a force quality imbalance as all my crappy 447s, 237s etc went in the big factory with only a couple of 5-4-8s to stiffen the line. The small factory was jammed up with the rest of the 548s and 468s, so basically in FP terms and morale quality of troops it was more like 70:30. All the heavy SW (HMGs and MMGs) went in the small factory and six of the seven FBL were all placed in the small - all of course unknown to Chris at the start of the game where everything looked about equal under their concealment counters. Finally, all of the mines, wires and roadblocks, a HIP squad, MMG and leader and one of the two AT-Guns were placed to help make the small factory a really tough festung for Chris to take out, but still with the intent of leaving enough initial doubt in Chris's mind on the way things were resolved. Chris would only get to see the wires, and find the mines, and bounce out from the FBLs when he really got upfront and personal - by then I was hoping he was committed to the big factory attack with enough numbers that they might just be too late to come and hurt me in the endgame in the small factory. And so it proved. Chris did a good job at bottling up the big factory and by G Turn 6 I was down to a squad, two leaders and a crew. I then had the inspired idea of using the sewer to pop up concealed with two units on its other side, but of course I rolled the six needed to get lost in the sewers, and ended up placed outside the factory by Chris. Very typical. However, the small factory defence of 4-6-8s and 5-4-8s in multiple FBLS with tons of support weapons and good leadership was just too tough for Chris to overcome, especially after one of his FTs choked on its last shot in the last turn (after at least shots with no Xs prior to then). Chris tried to bust a hole into one of the FBLs in the last turn with an IS-2m but I calmly revealed my last hidden AT Gun and DI'ed the crap out of the beast to stop that one in its tracks. I was also successful in finding ATMM and fausts when needed. One particular hs first un-hiped to pop a faust through a IS-2m, got sniped and broke, rallied, popped out to slap a mine and burn a ISU 152 only to go down in a hail of gunfire as it charged up an open road to try and rejoin the fight for the big factory. Posthumous iron crosses with Oak leaves and diamonds for those boys). Luckily I didn't get to bounce a faust of a IS-2m. The only real downside I could see to the small factory is that there were no internal walls to shield me from the Russian 10-2 killstack once they had entered the perimeter, and also help provide places to rout to safely. This was an issue in the last couple of turns as Chris was able to 'touch' me with a brutal 10-2 monster a couple of times, but the extra FBLs really helped offset this, allied to a couple of lousy high rolled shots. A timely berserker also helped me here as that soaked up some more FP desperately needed elsewhere, after also going on a rate spree with a MMG and breaking Chris' other FT squad who then routed back and got hurt by some mines. But at the end, Chris had unluckily ran out of options to bust units into the forts and he was faced by a wall of pinned defenders to get through before he could even try. We had a couple of fun things - the sewer game winner / game loser moment of course, an Improbable Critical by an SU152 on a JgPzIV, another improbable critical from a manhandled 76L Art gun on my only decent squad in the big factory, stupendous runs with both flamethrowers, and the "little that could". It was a lot of fun, but with the setup advantages of the Germans allied to the toughness of SS in forts at the death, I'd probably rate this 60:40 German. Or I would, if the low ammo rule wasn't there as Zeb described - Chris didn't do a lot of cheap 2+5 shots to try and trigger this and so LA only applied to me on T5. However, as Zeb pointed out, if he'd gone hell for leather for it as the rule encourages, I'd have been there a lot earlier and that would have made a difference - still a bit pro German but the loss of say the HMGs early especially would be huge. Zeb's change with maybe a couple less FBLs would be good things to try. Cheers Nick

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