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
Breakout
Author Juiceman
Method Solo
Victor Japan
Play Date 2021-06-15
Language English
Scenario KoCa027

This is a long night scenario that has the Australians attempting to delay the Japanese forces from exiting 5 or more units off the west map edge, for the Japanese the only real way to do this is by advancing down the east-west trail eliminating or pushing aside the Australian blocking forces. Going thru the jungle is not an option due to the dreaded jungle disorientation rules, which has not been the friend of either side in this campaign.

Things were going well for the Australians for the first 23 turns, they eliminated 4 steps of the SNLF, were doing a great job of slowing down the Japanese advance as they fell back and were able to contain the Type 95 tank section. FOW was a major factor early on as it favored the Australians by limiting the Japanese advance, out of the first 23 turns FOW ended the turn 15 times, very frustrating to the Japanese who saw opportunities to advance or follow up breakthroughs negated by the turn ending FOW.

The Aussies luck would not hold out for the entire game, during the last 11 turns FOW ended the turn only twice which the Japanese took full advantage of with all their forces advancing to disrupt, demoralize and KIA several enemy steps. This relentless advance by the Japanese never gave the Aussie forces time to regroup or recover disrupted & demoralized units. This scenario went down to the wire, the last turn where the Japanese were in position to exit at least 5 units off the west edge but would need to pass two FOW dice rolls in order to win a minor victory, advantage Japan.

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