Raid on St. Nazaire

Finally started playing this one.  Read about it over at Boardgamegeek.   I also downloaded the indispensable  Avalon Hill General V0l 24, Issue 4, for explanations and a very helpful replay.

Just getting started is one of the toughest aspects of wargaming.  Sometimes, reading the rules (or just skimming them) seems to be an end in-and-of itself.  What a trap!  No, you have to play the damn thing, and the first two turns will be laborious with the rules in one hand, and charts in the other,  but, if it is a good game, you’ll start looking forward to playing it.  If it’s not good…..either another try sometime in the future, or recycle it.

Had one very abortive half-turn, and then finally figured a few things out.  Again, the replay really helped.

Took relatively few casualties on Turn 1 (and this game goes for undetermined period of time – until the last British unit is eliminated and/or withdrawn).  This is part to two luck hits on German defenses.  The Campbeltown is burning (inevitable), a few boats had turn-away results, but only the Falconar is on fire.  The Boyd badly hurt the German defenses by  managing to sink the flak ship Sperrbrecher, with its two cannon batteries.  I’ve got four boats, and the Campbeltown moving towards their landing areas.

Not a bad start.  Will start Turn 2 after today’s ballgames.

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