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
Eora Creek Day 2
Author Juiceman
Method Solo
Victor Australia
Play Date 2021-05-16
Language English
Scenario KoCa021

Eora Creek Day 2 focuses the fighting on the Northern Trail Loop or Track with the main objective being the three villages along this section of the trail, the Japanese have to control them and the Aussies need to capture two out of the three to score a minor victory. Eliminating steps also plays a factor in victory for both sides.

The Australians divided their forces into two groups, one attacking from the east with the other attacking from the west, using the same game plan as Day 1, utilizing both trail and creek movement (no jungle disorientation for creek movement) to get as many units adjacent to Japanese positions hopefully with minimal casualties.

On the east side the advance did not go as smoothly as planned, the Aussie progress was slowed by the Japanese resistance, which was fierce in spots. A couple of hexes were locked in assault combat for the most of the game with one lasting until the end, with both sides funneling new units to replace step losses or those that fled demoralized. These lasting close quarter combats not only tied up units to clear but blocked the quickest path to the objectives, some units tried to go around but became lost due to jungle disorientation. Causalities were high on both sides but the Aussies had the numbers which caused the Japanese to reinforce this flank with the only reserve they had, a couple of reduced steps, by the end of the game the east force advanced within 4 hexes from their nearest village objective.

The fighting on the west side was a fierce but the Aussies did not actively engage in assault combat, instead they chose to get as many units adjacent to the Japanese and use DF to reduce each strong point, even if it took several turns. This tactic did not bog any of their units down in assault combat by having one or two enemy units hold up their advance, the Aussies on this flank kept things flowing, yes slowly, but steady, with one village captured then the second.

The Australians dominated the initiative winning it 23 out of 24 turns, but wouldn’t you know it on the last turn with a major victory on the line they would lose the initiative just this once allowing the Japanese to hold out in the last village. There have been a number of scenarios in this campaign so far that have gone down to the wire, the last turn on who would win or lose, Eora Creek Day 2 was another one added to the list.

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