Rules tinkering continues.
After another dozen or so games played on the computer using Google Draw for the map and units, I learned quite a few things. I could go into a deep dive about what I found "wrong" with my recent rules attempts, but in short, they weren't Morschauser enough for me.
So, last night, I ran through a grid-based homage to Morschauser with an overall feeling that was just "better" to me.
The only thing I think the scenario needs now is some mine fields.
|The now familiar opening moves of Cherkasskoye.|
|The Soviet middle melted away before the combined Panzers and PanzerGrenadiers of Grossdeutschland.|
|The Soviet left fell away shortly after. Effective Soviet ATG fire dealt a blow to the Panzers.|
|11th Panzer Division (the "Ghost Division") sends help [turn 9]. The Soviets are in an even tougher spot now.|
|A hard fought battle for the town ensued - including an accidentally suicidal assault by the Grossdeutschland Pioneer battalion which opened the way for Recon to advance.|
After turn 8, I roll for how many turns remain and with a roll of 3 it was going to be tight. In the end, the Germans could not quite clear the entire village, although they managed a foothold.
The Soviets suffered an overwhelming loss of units - because I kept going well past their break point. I'm not sure if that makes sense or not for the scenario. I kind of feel like it does, but the fact that it came down to the last turn, I feel, means they should get some additional credit.
If I scored this per Featherstone, it'd be 5-2 , in favor of the Germans (the battle was a draw, plus 1 point for every loss of 20% inflicted). However, given the Germans had to call on 11th Panzer, even if they never reached the village, to me, means the Soviets deserve some extra credit for delaying the German advance. I would score this 5-3 if this was for the campaign.
Like I said, I want to add mine fields, which, given the change in rules, seems a necessity to balance out the sides a little better.