Panzer Grenadier Battles on April 19th:
Conquest of Ethiopia #29 - Second Ogaden: Battle of Bircut Road to Berlin #68 - Batteries of the Dead
New Zealand Division #7 - Night Action at Takrouna Road to Berlin #69 - Dutch Treat
One big bloody battle
Author campsawyer
Method Solo
Victor United States
Play Date 2011-03-27
Language English
Scenario AaGI007

The Final Push is a great name for this scenario as this is a big scenario having the Germans needing to push an entire American Infantry Division out of a town and across the river. The Germans have the manpower to do it, but the morale is questionable. In the scenario the Germans get a big force of Grenadiers, Volksgrenadiers, SS, PzIVH's Panthers, Tiger II's, Stugs (both G's and 42). The Americans face them with an Infantry Division with tank support, OBA and air power. The Americans just need to hold on and kill alot of Germans steps, 35 in all to get a Marginal Victory, if they keep them out of Bardenberg they get a major victory. The Germans must push the Americans out of the town and over the river for a major victory, minor can be achieved with just taking the town and the roads out of it.

The first major decision for the Germans is how to attack the town. You have two choices, straight up the road and into the town or flanking it to the right and coming in from the east. Both have pluses and minuses, in this one I went for the right flank. They would move up the road clear the Americans holding the light woods. Then turn and attack the town and push for the river.

The first half of the scenario was a good one for the Germans. The troops were able to overrun a battalion and a half of Americans in the woods to the right of Bardenberg and get into a position to attack from both the south and the east. American casualties went through the roof, 40 steps by the middle of the game, but the Germans had lost 20. This was due to the low quality morale of the VG and SS.

The second half of the game went to the Americans and their dice rolls. The first issue was Fog of War rolls, 12 out of 15 turns ended with FoW and only averaged 8 activations per side. With large forces to move, fire and recover, this severely limits what can be done. The second was Americans rolls were better than the Germans. Passing critical morale checks and making key fire rolls kept the Germans slowed down.

In the end the Americans were able to kill enough steps to get a marginal victory, while keeping enough troops in Bardenberg and on the roads. The Germans couldn't get a turn long enough to get all the troops moving and when they did the Americans disrupted/demoralized/killed the units.

I fine scenario to play. A bit long for a solo effort but it is definitely worth it. You will play to the end as the victory conditions keep you going to the end.

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