Well, it was actually just playing until 2230, when I get up at 0315 to go to work. Long day, and you make stupid mistakes because you're tired.
I'd been up for 16 hours before the game started, and then played a heavily reinforced company against a rump battalion sized game... it's just too much to do.
Got in another game today, on the other side of the coin (I was playing Grenadiers, versus mechanized PzG). Discovered that I need more artillery (and/or air), and must keep at least 2 mobile platoons in the force, no matter what I'm playing.
Speaking of air, I picked up a couple QRF Stukas today (hey, they were on sale, more than a third off!), and they're already assembled. what a pain, I don't think I'll ever buy a pewter aircraft again.
Now to see if Geoff at QRF will sell bits... I need kingtiger turrets to make my panther 2s! ----- More on the subject of the converted game, since my books have come in, I've slowly been digesting them, and must say that the Axis and Allies books are the two most useful. They have battalion-level TO&E that actually look right (the only difference between the GK Panzergrenadier Abteilung and the real one is a platoon of 5 gears, for example), and they have stats for a lot of the standard stuff that I can compare the gears to (although gears are still essentially armored cars at best).
I've also come to the conclusion that you do NOT want a lot of the GK aircraft anywhere near a ground engagement. "I'm going to strafe with a P67 moonbat, and the 4 37mm cannons are just going to rip you a new one. Even your Tigers." "Oh, Yeah? Well, my flight of Me262s are going to strafe your Shermans" yeah, not going there, it's too dangerous. and those are production and near-production aircraft, not even the really funky stuff that exists only in the realm of GK.
_________________ "For the Lion and the Emperor!"
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