Panzer Grenadier Battles on April 25th:
Army Group South Ukraine #2 - False Hope Hammer & Sickle #39 - Insanity Laughs
Army Group South Ukraine #3 - Expanding the Perimeter Iron Curtain #20 - Insanity Laughs
Broken Axis #12 - Târgu Frumos: The Second Battle Scenario 1: Preliminaries New Zealand Division #10 - Medaglie d’Oro
Broken Axis #13 - Târgu Frumos: The Second Battle Scenario 2: Spoiling Attack
Milne Bay - 2nd Night
Author driddle01
Method Solo
Victor Draw
Play Date 2011-10-13
Language English
Scenario KoTr006

The Aussies set up in a forward V four hexes east of the village. The hope is to delay the Japanese push as they cannot really beat them in a stand up fight based on the lower morale and smaller number of men. The Japanese set up in a line east of the Aussies with the intent of pushing towards the defenders and possibly outflanking them if the opportunity presents itself. The game begins with the Japanese advancing at the rapid pace of one hex per turn. The first couple of turns end early on fog of war which slows the advance even more as the Japanese try to kepp their line straight. By turn four, they make contact with the Aussie defenders, but no casualties result. The defenders retreat one hex to keep the Japanese from advancing into close combat. By turn six, the Japanese are able to close into close comabt with the center of the Australian defenders. However, only MC's result from the comabt and everyone is okay. Meanwhile, the Japanese flanks attempt to move forward and close with the Australian flanks. The northern Japanese force closes with the defenders and causes a MC which demoralizes the defenders. The center Japanese force also casues a demoralization to their defenders. However, the Australians are able to rally both hexes on their activations. Over the next several turns, the two sides trade some MC's with neither gaining much advantage, but the clock is ticking for the Japanese. Finally, on turn 11, the center Japanese force causes a 2x loss on the defenders forcing the survivors to retreat when they cannot rally. The northern forces continue to trade MC's with little effect. On turn 12, the Japanese advance again, but cannot cause any further casualties on the Australians. At the end, the Japanese end with 14 VP's and the Australians with 12. This is less than the minimum 3 VP difference, so the game ends in a draw.

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