rlc27
Posts: 306
Joined: 7/21/2001 From: Connecticut, USA Status: offline
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I'm on about the fifth mission of MCNA. I was supposed to meet up with a supply convoy and rearm and replenish ammo.
All of the victory points are worth 100 per turn. For eleven turns I held all of them. I lost about 5 tanks and a few armored cars, but managed to almost utterly annihilate the British, except for their two Matilda tanks, mostly the only things that got away from me were tank crews, the A0 unit, and a few infantry.
Two questions: (1) Why did the ammo carriers (without which I was told I'd probably lose the scenario), not seem to work right? I parked a number of PZIIIe's and PIVD's as well as Stugs either right next to them or in the same hex just about every turn. I constantly checked to see if my tanks were getting new AP ammo--and it seemed that a couple of them might have gotten a couple of rounds but by and large nobody got anything. I really had to conserve those rounds in this mission, but heck, we had enough HE to send Earth out of orbit.
(2) Why did the scenario end just as I was about to wipe out his HQ and grab the last victory hex at the eastern edge of the screen (worth 100 at end of battle? The Brits were 'broken' for about the last four turns. But I didn't get to mop them up which hurt my VP's, I guess.
(3) A draw? We had them running big time. The final score was something like 3300-8700. I'd expect at least a marginal victory. It seems a little silly when you've dominated the battlefield achieve a draw--and a bit annoying after you've just spent five hours of your life obtaining that, thought you had a sure thing and then Rommel gets all mad at you!
However, I'm not complaining too much--despite these grumblings this is still one of the best games I've ever played! Once I got into the Megacampaign it seems that I haven't gotten enough sleep for some time.
Thanks
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"They couldn't hit an elephant from this dist--" --John Sedgwick, failing to reduce suppression during the Battle of the Wilderness, U.S. Civil War.
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