|Tough Stuff at Night|
Scenario 1 from GFB2 is a night scenario, visibility=1 hex. This pretty much negates the US artillery advantage, since every artillery fire will have a risk of friendly fire. The US took more step losses from it's own artillery than it caused the Germans, so I stopped using it.
The US advanced mostly unopposed on a flank march toward the big objective town. On the main road the Germans put up resistance in a few isolated town hexes. It took about 8 turns (half the game) to reach the big town in force. The high morale US 442 troops then spent 8 turns firing, assaulting and infiltrating the town. Final tally below.
If the Germans are clever, they might try stacking (it's probably safer to stack at night due to the above) a 9-5 MG with a 6-3 GREN and a "1" combat rated leader. That gives you the magic 16 firepower.
Then, when the US eventually moves adjacent (they have to), you will get a 16 shift 2 (adjacent), shift 1 (moving) and shift -1 (night), net shift 2 for a 30 column attack. Not bad.
The US will be looking for cover...the single light woods hex adjacent to the town will draw the US player in no doubt. But that's just one hex. The Germans should be able to get off a couple such attacks like I mentioned above before the US closes with everything they have to quash that stack.
The downside of German stacking is that you cover less terrain, which gives the US more time and freedom of movement to just sidle right up to the town.
As always, I'd be interested to see a variety of German setups in this scenario.
I'd say it's pretty balanced--I played the Germans pretty badly (I moved too much and was never in the right position) and they lost by 5 points, which is a major loss but, 5 points isn't so bad in the grand scheme of things.
US destroyed 10 steps and took two town hexes: 10+4=14
The Germans destroyed 5 steps, controlled one town hex and occupied two others: 5+2+1+1=9