Panzer Grenadier Battles on May 19th:
Conquest of Ethiopia #30 - Ras Destà Strikes Again Fall of France 2 #28 - Sidi Brahim Again
Fall of France 1 #30 - Sidi Brahim Again Fall of France 2 #29 - Route Charlemagne
Fall of France 1 #31 - Holding the Flank Swallows of Death #22 - Fleeting Success
Fall of France 2 #27 - Allez! De Gaulle! Swallows of Death #23 - Stuck on the Sambre
A Quick, Clean Fight Near Kursk!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Tankodactyl
Play Date 2024-01-09
Language English
Scenario PGdm003

This was a fun to play, quick & relatively balanced, introductory scenario that we were able to complete in one, longish session online. The doughty & determined Tankodactyl led the defending Russians and I played the German side in this "near run' thing that ended in a close German victory.

Both sides drew middling leaders. We ignored the fog of war, but used the excess initiative, extended assault and smoke/illum optional rules. We also experimented with these 3 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, and 2) Standardized Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes., and 3) Firing Through or Over Friendly Personnel Units All AT guns, AFVs, Infantry guns (direct fire), Anti-Aircraft (AA) guns and HMGs may fire over or through friendly personnel units. In the case of HMGs, AA guns & Infantry Guns, there must be one unoccupied hex between any friendly unit that is being fired over and the targeted hex as in the current rule (10.1, page 24).

Many others have filed AARs on this one, so I will only outline the battle. The German side bypassed the bulk of the initial Soviet defense and advanced directly on the farm, which required a costly close assault to push the Soviets out. As always, I enjoyed dropping artillery concentrations on the emplaced AT guns. The Axis force attacked in 2 waves, and were able to hold off the inevitable Soviet counter attacks, helped by a decapitation of the senior Soviet leader in game turn 7. It was almost all downhill for the Bolsheviks from there as their low morale crippled attampts to refrain the farm. I give this one, a generous 3 and recommend it for both SOLO and SHARED play.

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