Panzer Grenadier Battles on May 2nd:
Army Group South Ukraine #5 - Not as Planned Broken Axis #20 - Târgu Frumos: The Second Battle Scenario 9: Day of the Gunners
Army Group South Ukraine #7 - A Worthless Diversion Broken Axis #21 - Târgu Frumos: The Second Battle Scenario 10: The Lion's in Town
Army Group South Ukraine #8 - Panzer Lion I: The Main Thrust Broken Axis #22 - Târgu Frumos: The Second Battle Scenario 11: Valley of Fire
Army Group South Ukraine #9 - Panzer Lion II: Targu Frumos Grossdeutschland 1944 #18 - Mount Hushenei
Army Group South Ukraine #10 - Panzer Lion III: A Promising Start Grossdeutschland 1944 #19 - Tank Battle at Ruginoasa
Broken Axis #15 - Târgu Frumos: The Second Battle Scenario 4: Questionable Effort Panzer Lion #1 - Those Brave Boys
Broken Axis #16 - Târgu Frumos: The Second Battle Scenario 5: Failure on the Flanks Panzer Lion #2 - Corntesi Town
Broken Axis #17 - Târgu Frumos: The Second Battle Scenario 6: Primary Objective Panzer Lion #3 - Facuti Town
Broken Axis #18 - Târgu Frumos: The Second Battle Scenario 7: Târgu Frumos Panzer Lion #4 - Polieni Town
Broken Axis #19 - Târgu Frumos: The Second Battle Scenario 8: Combined Arms Panzer Lion #5 - Clearing the Valley
Barbarossa begins
Author t1M0t8yk
Method Solo
Victor Germany
Play Date 2020-11-23
Language English
Scenario EFDx004

This is the real start of Barbarossa among the EFD scenarios. There are many 22 Jun 1941 scenarios, but this one starts the earliest.

The victory conditions are really about road control, although Germans exiting and Soviets causing casualties can affect the result. I played this one out of the box, without any balancing. I lined the RKKA forces up on the road between the trees, digging in while the cavalry advanced into attack positions. Four cavalry platoons were set west of the RKKA, while the remaining five moved around the trees to attack the other end of the defenders.

I considered delaying the German attack until dawn, when the mortars and OBA would help soften up the lead rifle platoons. I decided to attack anyway; poor nighttime visibility would inhibit Red Army responses. At first it looked good for the Reds. Two cavalry platoons were reduced, and at one point a cavalry platoon and leader were demoralized in an assault. The Soviets used the opportunity to counter-assault with an adjacent platoon and leader. Unfortunately for the Reds though they got no more good shots. The Germans were able to methodically wear down the road defenders until clearing every last one. They benefited from the abundance of time provided to accomplish their mission.

I was surprised the Soviets did not do better. Stringing them out along the road puts pressure on the Germans to capture many, many hexes, but didn't maximize Red Army opp fire. It would be interesting to play again with a modified defensive setup. Solid, relatively quick-playing scenario. No AFVs, but cavalry are their own fun.

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