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
The long and winding road
Author Bart
Method Solo
Victor Draw
Play Date 2011-09-04
Language English
Scenario ElsR001

Played solo in 2 sessions

How to defend a stretch of road 20 hexes long and how to attack and control them.. It's a puzzle and the first scenario I played that is less suitable for solo play. There are so many tricks you can perform to outmaneuver your opponent to take the one road hex you need to turn the scenario at least into a Draw. One of the more straight forward things is to bomb all your opponent's troops to smithereens to easily clear the road from their remains and the number of on- and offboard artillery pieces and mortars could well establish that, but.. those darned trenches. I put all three of them linked and adjacent to the road, in the woods, south of the eastern 40 hill, out of harms way of the first turn's off board arty.. just keep still with your heads down for at least 4 turns, no spotting so no shooting.. As soon as the Germans reached the trenches however, their full blown artillery (always used the 3 batteries together) was devastating (2 consecutive boxcars). The Americans lost 2 steps during that period, abandoned the easternmost trench but stubbornly (Nuts!) refused to leave the other two. They held out intil the end. After that the loss rate dried up. Although there were a lot of DIS's and DEM's to be noted, the Germans only lost 3 steps, the Americans 4. The American reinforcements arrived on exactly turn 7, the Germans had to wait until turn 9. With so many units going to and fro across the road the game turned into a chaotic tag play with a heavy dose of hide and seek thrown in. It had to end in a draw and it did. Played solo it deserves a 3, but I can imagine a higher rating in FtF play.

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