Panzer Grenadier Battles on April 26th:
Afrika Korps #28 - "Meet Me at the Pass" Edelweiss: Expanded #13 - Spring Offensive
Army Group South Ukraine #1 - A Meaningless Day First Axis #20 - End Game in Italy
Army Group South Ukraine #4 - Beyond the Prut Parachutes Over Crete #39 - Corinith
Edelweiss #10 - Spring Offensive Road to Berlin #71 - Horst Wessel's Last Verse
Edelweiss IV #19 - Spring Offensive
According to Plan
Author Matt W
Method Solo
Victor United States
Play Date 2012-06-12
Language English
Scenario AirI021

This scenario has drawn me to it for some time now. The concept of the drop disruption, etc. was one that had a good feel to it and the gradual recovery of strength as "lost" paratroops found units rings true to the accounts of the drop. I therefore went in expecting a substantial amount of time between the drop and any positive movement by the Americans.

Imagine my surprise when only two platoons scattered, only three lost steps (two of which were recovered quickly) and the bulk of the American first drop was in coherent action only one and a half hours after the drop. Forget my surprise, consider the German surprise.

The Americans needed to knock out the 105 battery and take two towns on the inland side of the map. One of the towns was vacant and close by the drop zone. It was occupied by the Americans within one hour of their drop. What followed was a slow and grusome rooting out of various German units throughout the inland side of the causeway, highlighted by a German armored attack along the causeway which was successfully assaulted by the Americans and which left burning tanks and armored cars just beyond the inland exit.

This one was over only half way through as the Americans eliminated the battery through DF and took the final town needed for victory through an assault with just the airborne troops. The arriving troops of the seaborne assault would have found the causeway completely under American control and no impediment to a rapid movement inland.

The scenario itself and the special rules are quite interesting and a tremendous addition to the Airborne-IE game. Many of the other scenarios seem to hinge on close quarters fighting but miss the need for the airborne to collect themselves in some fashion prior to engaging the enemy. This one provides for a good deal of insight. I give it a "4".

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