So, for our second encounter Edocentric and I had to deal with St.Mere Eglise. Since Memoir 44 was made for the 60th anniversary of the D-Day landings, of course it had to include an actual paradrop scenario. But, as many of you might have noticed, this mechanic isn't used much in other official scenarios, and there's a reason for that.
It's not fun.
IRL it's tolarable, because you do feel you have SOME control over the dropping of the airborne troops, but online, where an algorithm does the work for you... not so much.
OK, so our game pretty much showed the weaknesses of this scenario. While center cards are important for the allies - they're virtually useless for the Germans (except later in the game, but you don't have time for this, so...)
I started out with pretty much the perfect hand as the defending Germans: I had AMBUSH, INFANTRY ASSAULT and ASSAULT RIGHT FLANK. And as soon as Edocentric played THEIR FINEST HOUR - and got a very mediocre roll (one Infantry), I knew I would win - I just had to make sure I didn't let him have too many kills.
One of the advantages of having Ambush played early (by you OR your opponent) is that you nolonger have to worry about it. Ambush is deadly on maps with mostly INFANTRY - not only because of the kills, but also - as shown in our game - a single flag can be the difference between victory and defeat.
Continuing my extreme luck, I picked up FIREFIGHT after I played ambush. The rest was a mopping up expedition.
Second match was again full of luck for me. I picked up AIR POWER, which, again, is a card I just like to know where is at. Since my opponent had to go for brokes, I knew I could just play it calmly, maneuvering so I never had any units in grave danger (pulling back a 2 fig infantry, even though Ambush had already been played, something I would probably not do if I needed to score points quickly).
Overall, this is possibly my least favorite scenario - certainly of the base game.
Thanks again to Edocentric for coming up with the idea for this little series.