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
The Landing
Author Juiceman
Method Solo
Victor Draw
Play Date 2021-08-09
Language English
Scenario KoCa025

This is a small battle with a company of Australian infantry commanded by two officers defending the trail and local village against a Japanese company from the 5th Kure SNLF supported by a Type 95 tank section. The Japanese have the higher morale, 9/8 to the Australians at 7/6, the scenario takes place at night with visibility down to one hex, jungle disorientation in effect as well as FOW.

Things did not start off well for the Japanese, their lead platoon was eliminated by opportunity fire at first contact and the follow up platoon was demoralized, the only saving grace was the tank section could not be harmed. For the next 8 turns the Aussie forces won the initiative and slowly fell back leap frogging over their forces but they could not fall back for the entire game and expect to win.

The Aussies held up better than expected since their morale is 7/6, but the key was the two good leaders both with a morale modifier which helped when needed. FOW did not come into play for this scenario due to the small force size and limited points of contact. In the end it was control of the three village hexes by the Australians that helped them tip the scales into a draw instead of a Japanese minor victory. VP totals were Japanese 12 vs 13 for the Aussies.

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