Panzer Grenadier Battles on May 1st:
Afrika Korps #27 - The May Show: Part One DAK '44 #6 - Taking the High Ground
Afrika Korps #29 - The May Show: Part Two DAK '44 #7 - Taking Back the High Ground
Afrika Korps #32 - Ras el Medauuar DAK '44 #8 - Rommel Resurgent
Afrika Korps #33 - The Counter-Attack, 1st May DAK '44 #9 - Night Flight
Atlantic Marines #5 - Get Off Your Ass Germany's Colonial Empire #1 - First Contact
Atlantic Marines #6 - Cover Your Ass Grossdeutschland 1946 #6 - Down to the Waterline
Atlantic Marines #7 - To Have and Have Not River Battleships #4 - The Eternal Enemy
Divisione Corazzata #7 - Tank Battle Waltzing Matilda #1 - Darwin's Theory
DAK '44 #5 - Left Jab
Looks Interesting, But No
Author plloyd1010 (Germany)
Method VASSAL
Victor Draw
Participants unknown
Play Date 2023-02-23
Language English
Scenario ReWa011

First off there are a lot of typos and omissions in the scenario text and information. Fortunately though, experienced players should have no trouble resolving them. We played this scenario with my rewritten rules and double-blind. Our reinforcement dice rolls secret too.

I draw the Germans for this scenario. Since Soviet victory revolves around controlling the town, I set up a hedgehog defense with most of my force in the town and a small contingent in the woods, to prevent a covered approach. Nothing to do now, except hang on and wait for reinforcements.

The Guards cavalry did not conveniently charge across the bridge toward the town, not that I really expected him to. Rather he circled around the woods and used some of his force to probe through the woods toward the town. My pickets observed the Soviet cavalry coming through the woods. After a brief bit of gunfire the probing cavalry withdrew. The balance of the Soviets moved to the northern part of the map.

On turn 8 I finally get some reinforcement. An infantry platoon, armored car and an infantry gun come on the north road. The armored car escorts the infantry gun into the town, then runs back to help the infantry, who has been delayed.

The cavalry is closing in. The first charge is mostly stopped by a lucky 20mm burst from the town. As the INF and AC start to withdraw, the second cavalry charge hits home. The horsemen overwhelm the little force, but equally lose 4 steps doing so. Fire from the town accounts for 2 of those.

Those losses and a demoralized cavalry troop (yes the Russians call platoon level cavalry troops) brought the number of on-board undemoralized Soviet steps to 9, half of mine. So the 2nd Cavalry orders a general withdrawal. Even if the demoralized and disrupted Soviet steps do not make it off the map, I would not have caused enough casualties to win. Since I still control the town, my opponent doesn't win either. Game ends with a draw.

The scenario initially looks very interesting. The slow rate of reinforcement and the fact that the Soviets need a high risk ploy in the beginning make this scenario either very brittle or a long slow death.

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