Panzer Grenadier Battles on April 24th:
Grossdeutschland 1944 #17 - Spoiled at Pascani Road to Berlin #72 - What Do You Do With a Drunken Sailor?
Beyond Normandy, Scenario #8, Highland Light Infantry Repulsed
Author JayTownsend
Method Solo
Victor Draw
Play Date 2010-01-01
Language English
Scenario BeNo008

I am about halfway done with scenario #8 from BN. I still don’t know who which side will has the advantage, so it must be a good scenario. The muddy roads are making movement slow and costly. My main British advance is going straight up the middle with a small flanking move to the Germans right side. I must say it is nice to have those Churchill VII tanks, finally an Allied armor vehicle that can take a little punishment but with that said, I have still lost a whole platoon of them. The Germans have also managed to receive a whole platoon of Panther tanks but with the mud, it will be at least 4 more turns before they can make a difference. I really like the added Infantry Anti-Tank Weapons rule #16 in this game, it really makes you think a little more about assaulting with your armor. It should also be included the Battle of The Bulge in my opinion. The Typhoons could also have an effect here but haven’t so far. I only have one air-strike left, bad rolls I guess. The British were able to draw a Major with an 11 morale value, hot dog is he tough! The map in BN is a little busy but once you get the counters on board, you soon forget about it. The artillery hasn’t been that effective yet but I have rolled a bunch of 6 & 5’s so that it wasn’t involved on 3 or 4 turns for either side at one time or another.

Posting #2 I did finish the second half of this game. Interesting thing about scenario #8 BN is that at one time or another I was going to throw in the towel on one side or another but the game went to the last turn. In the first 10 turns it looked like there was no way I was going to ex-spell the British from around the victory hexes as may of them were town hexes that they over-ran from the Germans. The German only start with about a third of the infantry compared with the British however, they have a higher morale. I decided not to throw in the towel as the Germans yet, even if I did lose 5 steps already out of my 6 allowed. Both my 75mm AT guns were over ran and I lost some halftracks as well and I counted the halftrack steps toward the loses. Believe it or not, both Panther tank platoons arrived on the board early, turns 8 & 10 so there was still hope! No, I didn't cheat!

Turns 11-20 the Germans pulled back and re-grouped into better organized attack groups and reinforced with better armor. Higher morale is so nice for the added modifier in assault combats. The Germans were able to squeeze the British out of most of their required three victory hexes but in doing so lost a couple more steps in assaults. The game was a draw but really in my opinion the German won hands down as they were able to come back and push the British out with heavy British losses! The poor Churchill’s had the poorest dice rolls of any units on the board. It seem like they rolled 2,3,5 and so on, every time it mattered the most! It’s nice they had the staying power before the Panthers arrived but those poor dice rolls killed them off. I think even with the 90mm gun from the M36 from the Battle of the Bulge Game, I would have lost with those dice rolls. This scenario turned into a closer game then I thought it would be, maybe because of my poor play as the Germans in the first ten turns or maybe my poor play as the British in the last ten turns?

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