Watch “Anzio - German Turn 12 - SITTING SMUG!,” a gameplay video for Anzio: The Struggle for Italy – 1943-1945 from Aaron Plays on BoardGameVideo.
Description provided by Aaron Plays on YouTube:
The continuation of the Anzio by Avalon Hill, solo playthrough using the basic rules and the supplementary basic rules.
Mark Ruger at @clarkcommando1983 intends to do a full Advanced Game playthrough.
Please check out his channel, he plays some interesting games, both old and new. Address below: @clarkcommando1983 http://www.youtube.com/channel/UCtJxMNUpQX8xz6L2Zyx3kVQ
More advice given by a BGG user -
Be very careful about leaving lone, one step units where the enemy can get to them. If they can be attacked at moderate odds [6:1 or 5:1 with an air point] then there will be unmet losses at the end of combat, allowing Breakthrough Movement. Thus they actually don't hinder an invasion, nor help the defense - rather they operate as Movement Point generators for the opposing side!
Note that even at just 5:1 odds, a good die roll of 1 would generate 4x 2 or 8 MPs, after removing the unit and its single step. Bump that to a 6:1 with an air point and a die roll of 1 get's you 5x 2 = 10 MPs. That's virtually another entire Movement Phase for the player! [And don't even think about a die roll of 1 at 9:1 vs a single, 1 step unit - that's an extra 18 MPs for the Attacker to use in Breakthrough movement! Even on a die roll of 6 the attacker still gets 4 extra MPs to use... which is the situation with the Arm Ersatz unit near Roma in your game.]
For example, with regards to the German Arm Ersatz regiment on hex E43. During the 2nd Invasion, the Allies should be able to get at least a 6: [or a 5:1 with an air point]. That guarantees a defender loss of 2 steps. Removing the Arm Ersatz satisfies 1 step, leaving 1 step left unfulfilled. Per C.13 that equates to 2x 1 =2 MPs [b]after[b] the attacking units advance into the defender's vacated hex. That's enough for an Allied unit to get to F44, a Roma hex [and a Victory City, as well] Then they can engage in a 2nd Combat vs whatever is in the 3-4 Mtn regiment's hex [I assume an Ersatz counter]. A success here would gain the Allies the Roma hex, either by forcing an Axis retreat, or by at least the Allies not having to retreat.
However, even if the Allied did have to retreat from F44, they could do so by retreating to G44, also a Roma hex!
And of course, the 3-4 Mtn [& Ersatz, I presume] may have been dealt with during 1rst Combat, allowing the subsequent attack vs the Arm Ersatz to generate even more useful Breakthrough possibilities.
In any event, by leaving one defense strength, 1 step units alone in a hex, you are setting up the opportunity for your own disaster, and your opponent's breakthrough. Much, MUCH better to leave a hex empty, rather than placing an MP generator which can allow Breakthrough Movement and possible subsequent 2nd [and further] Combat opportunities for your opponent! 🧐