Panzer Grenadier Battles on May 6th:
Edelweiss #11 - Ski Battle Edelweiss: Expanded #14 - Sinking Skiers
Edelweiss IV #20 - Sinking Skiers Road to Berlin #74 - Czech Mate
Another Not Properly Play Tested Scenario
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants waynebaumber (AAR)
Play Date 2023-01-09
Language English
Scenario AAAD032

I played the attacking German Battle Group and the ferocious Wayne Baumber was the Allied Commander of a large, scratch force charged with holding Djebel Semmama in this 4-session play through. We used the FOW, smoke, strategic movement, excess initiative and tank riders optional rules. Tragically, we did not use the extended assault rule. We also used the following two house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units 2) Dug In Units are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on hill, slope or wadi & gully hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they fire or move.

After a bit of a fumbling start, the first session (game turns 1-2) was characterized by an immediate commencement of close range fire on the western flank of Djebel Semmama thanks to the odd setup instructions that allowed mass German infiltration atop this hill mass. A great deal of adjacent direct fire ensued, causing the forward deployed elements of the US 6th Armored Infantry to pull back out of reach of the advancing Landsers. The few remaining units of Task Force Stark were demoralized and also forced to abandon their initial hilltop positions. Axis armor surged forward onto the map board from the east edge on turn 2. At the end of the session; step losses were 2 for the Germans, and 6 for the Allies. A combined total of NINE combat 7-die rolls were thrown by both sides this session (6 German, 3 Allied). Victory points now amounted to: 15 for the rampaging Germans, and 6 for the Allies at this early point in the battle.

The second session (game turns 3-5) included multiple costly close assaults on the slopes of the Djebel Semmama, as well as instances of accurate long-range AT fire and heavy direct fire engagement, as the Germans slowly pressed forward in the center, against weakening US strength in that sector. In the north, German probes began crossing onto Map 78, while at the same time, they strengthened their grip on the southernmost hill mass on Map 76. An eager M-4 Sherman platoon in the far south surged forward to challenge the rapidly deploying Landsers in this sector as the session ended.

At the end of the 5th game turn, total step losses were 7 for the Germans, and 12 for the Allies. The updated victory point totals were: 43 for the advancing Germans; thanks to nearly-clearing Djebel Semmama of elements of the 6th US Armored Infantry; and 7 for the Allied force.

The third session, just after New Year’s Day (game turns 6-9) featured continued German movements-to-contact in the north, center & south of Map 76. Landser infantry and armor began to spill over on to Map 78 in the south and north, with the obvious aim of occupying the 20-meter hill (north) and the long, east-west ridge in the southern half of the battle map. In all, this session was a relatively grim one for the Allies, with a further 8 steps lost, while the Germans lost 2 more steps. Most of these occurred as the remains of Task Force Stark continued their fighting withdrawal in the north. There were a combined FIVE combat 7-die rolls by the end of game turn 9. At session’s end, the victory point totals were: 51 for the advancing Germans and 9 for the Allies.

The 4th session (game turns 10-13 ) was a grim one for the defending Allied side with an additional 15 steps lost! We called this bloodletting early, as a major German victory in this flawed & hopelessly unbalanced scenario after a great deal of close range combat. Highlights included some accurate long-range AT fire by the Germans and multiple fiercely contested close assaults atop the northeastern 20-meter hill on Map 78. The final victory point totals were: 66 for the Germans and 22 for the Defending Allies. There was 9 FOW-shortened game turns during this play-through.

I give this one a 2, because it was fun to play with a gracious and resolute opp[onent. However, the setup instructions were flawed, indicating that it was not properly play tested. It is virtually impossible for the Allies to win this one as published. This awkward scenario is best played in SOLO mode, since there are 3 different morale levels for the Allied force.

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