Tag Archives: Thunder At Cassino

Grinding Pt.3 – Done

Really did set up a longer scenario.  All those counters on an absurdly small play-aide.  Really started playing.  Initial German losses, rubble placement…But it was no use.

Thunder At Cassino just doesn’t work for me as a solo game.  Too much of a shell game.  Wait, Shoot, Move, Wait?  Unless the game has a unique form of compartmentalization (for the lack of a better word – example might be actions that must be performed by one side, etc), you have to be Schizoid or suffering from Alzheimer’s to play two-player games solo.  It can work…..done it all my playing days.  But with this game, everything depends on the other side’s action or anticipated intent.  And, you just can’t hide intent from yourself.

So, down it will come.  Maybe shipped off to E-Bay at some point.  Someone else will enjoy it.  I know Tim won’t.  Not his cup of tea.

But, I really, really did start.  See.

Table Space Monster

Grinding Pt. 2

Decided to go with the other mini-introductory scenario, Assault on Castle Hill.

Probably missing something, but the tactical options are limited.  After three play-thrus came to the conclusion that the only option for the Germans was to  kill the outpost units using a first impulse artillery attack.  Second impulse then into the outpost units’ area, with the rest of the turn involved taking fire from the adjacent hex.   Turn 2, move-in to Objective Area 9, take the beating and hopefully win the close combat.

Big lesson learned…..one  attack can finish things.  Take a look at this photo of a Artillery Bombardment dice roll.  Yikes.  Game Over….BLAMMO.

The scenario does serve its purpose as valuable learning tool.

Going to continue the grind and now, yes today, set up one of the two longer scenarios.

Grinding

Been working up for a solo play of  Thunder at Cassino.    It’s one of the heirs to Storm Over Arnhem, but with more chrome.

Machine Gun Units and Rubble  impede movement, while terrain regularly effects combat.   The player with Tactical Advantage can designate a Night Turn at any time, using fire and movement modifiers favoring the attacker.

I decided to set-up one of the Introductory (2 Turn) Scenarios – Counterattack At The Roundhouse.  Knowing quite well my excessive problems with a first play-thru, I downloaded the Series Replay from The General Volume 24, Number 6 as a guide to RAW.  These back issues can be found at View From The Trenches.  This is also an ASL site.  Ahhhh…..come on, give ’em a couple of quid.

The positive of all of this programmed stumbling is that one actually learns about the game.  The negative is that it’s not fun by any means (I’d suggest some type of alteration to take the edge off), but it does help you come to grips with RAW, and also offers insights into game play.

Now that this grinding is over, I’ll set up the other introductory scenario and try it on my own.  Grinding is, after all, very appropriate for an Italian Campaign game.