Recently we have delved into a ruleset called Victory Decision. A thread for asking questions and new ideas can be found within the WW2 forums at Lead-Adventure.com. Feedback is outstanding (the writer, Agis, regularly participates in discussions). With little experience with WW2 gaming, I have found VD to be enjoyable. The rules are fairly simple to pick up with some play and according to some of the other fellas, the play seems to mimic what probably took place on the battlefield better than other sets. We have found with VD that recklessly leaving units in a firefight can lead to disastrous results. Players must draw units back from the fight in order to regroup if they expect to stay in the battle for very long.
Last night we played out a scenario involving a platoon-sized force of mixed Wehrmacht/Waffen SS infantry supported by a lone Panzer and a U.S. force consisting of 101st Airborne And 2nd Ranger infantry supported by a pair of Shermans.
The Americans look confident
The two forces began their attacks by making an all out run at a small cottage located at the center of the field.
Hedgerows make for careful maneuvering by the Americans
While Scott started the game by rolling two saves to emerge unscathed after a Sherman fired on his PaK 40, he kept the German left flank secure. Elsewhere, heavy fighting broke out on the right.
Fighting began to concentrate in the center of the field as one of Jay's units advances on the cottage but is repulsed by mortar and MG fire from multiple locations, but it proves to be stubborn and eventually re-takes the position to knock out the only piece of German armor in the battle. Subsequently, the German left flank begins to feel pressure and with two Shermans bearing down, things could only get worse for the Germans.