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Take Chojnice by Rail & Valor - Thanks Mostly to Bad Scenario Instructions
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Schoenwulf
Play Date 2024-02-16
Language English
Scenario DelP007

This was actually a fun-filled & fast-moving, 2-session play-through with the redoubtable & daring Schoenwulf, leading elements of the Polish Pomorska National Guard Brigade, defending the town of Chojnice and surrounding woods. I led invading elements of the German 20th Motorized Division, spearheaded by the ridiculous. Armored Train No. 3. We used with the FOW, smoke/illum and excess initiative optional rules. We also used one house rule: 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, Both sides drew decent sets of leaders.

The action-packed, initial session (game turns 1-6) featured the probing action of the German’s toy train (Puffing Wilhelm) with a single infantry platoon aboard into the 7-hex town of Chojnice. This poorly-designed scenario’s setup instruction called for the Polish force to start in woods hexes only, which makes no sense in a scenario whose victory conditions are tied to control of the town. At any event, the armored train became a conspicuous & inviting target of a nearby platoon of French 75s firing armor piercing ammunition that eventually (game turn 5) demolished the train in the central hex of the town, creating a 3-step loss for the Third Reich and a wreck counter that blocked the rail line. German reinforcements began entering from the west edge of the battle map during the 4th game turn, and rapidly moved into decisive engagement range on the margins of the Chojnice. At the end of this session, Axis control was already established in 4 of the north & west town hexes, while the hard-fighting Poles were in control of the easternmost two hexes.

Our wild, second session (game turns 7-14) featured multiple, adjacent-hex firefights and a pair of lengthy & costly, close assaults as the Teutonic horde slowly overwhelmed the steadfast defenders of Chojnice. The ably-led, Polish garrison did not give up the fight, but bravely struggled on in spite of their slowly diminishing fire & shock power. By the end of this session, the Polish defenders were still present in a pair of contested town hexes. The Germans finished the scenario in control of 5 town hexes, and final step losses were: 6 for the relentless Jerries, and 10, plus 3 leaders eliminated for the stalwart Polish defenders. The last session also featured the German side throwing FIVE combat 7-die rolls at crucial moments, as well as the Poles repeatedly throwing successful morale recovery rolls. By mutual agreement, my gracious opponent conceded at the start of the 14th game turn when the VP score was; 6 for the Poles, and 31 for the attacking German side. In all, there were only 4 FOW-shortened game turns of the 14 played. We give this seriously flawed scenario a generous rating of 2, as it is in need of a complete rewrite of the Polish setup instructions. The Poles should be allowed to set up in the town that they are charged with defending in the victory conditions, as my distinguished & thoughtful opponent has written:

“I certainly agree on the goofy setup that forces the Poles to start their with AT firepower limbered in the woods for any chance at success. Even with fortuitous rolls, the Poles are simply at a loss by starting with a guaranteed 2-3 German VPs for the Huns from Puffing Willy’s occupation. Then, one has to count on a near-miracle hit to take the armored train out, or it continues to pocket VPs; I think I was lucky that it only soaked up 5 VPs, but that definitely skews the odds in favor of the Germans. For the Poles to set up in the NW woods seems like suicide with the armored train able to shoot if they try to reach town. With no opportunity to set up defense in Chojnice, the only real option for the Poles is the woods ESE of town. Of course, the German reinforcements don’t enter until the Poles fire a shot, so maybe the best approach is to dance around and enter the town carefully, but puffing Wilhelm will probably put at last one AT gun platoon out of commission before it even gets a shot off, all the while grabbing VPs.”

In summary, this scenario should have been properly play tested prior to publication, which would have caught this issue prior to issue, and made for more balanced play. If future players agree to allow the Poles to setup in the town, this scenario is eminently suitable for SHARED or SOLO play, and play balance is significantly improved. However, as published, it is best played in SOLO mode.

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