Panzer Grenadier Battles on April 24th:
Grossdeutschland 1944 #17 - Spoiled at Pascani Road to Berlin #72 - What Do You Do With a Drunken Sailor?
You want defiance, I'll show you defiance!
Author J6A
Method Solo
Victor Germany
Play Date 2009-06-11
Language English
Scenario AirI003

NOTE: For a long time, I played the morale rules wrong, with units just needing to roll their morale or less to recover, not less than their morale. This is reflected in some of the commentaries.


Deployment


The Germans have no flexibility in the set-up. I didn’t look at the strongpoints until after I set up the Americans, who I decided to have charge full speed down the road. Even the most dangerous strongpoint only has 5 fire factors, so I could risk that shot and come straight at the town. This is a tiny scenario, and with only 2 American units, its not like there’s going to be a lot of big maneuvers going on.

As it turned out, both strongpoints were unoccupied, which is only a 1 in 5 chance.


Turns 1 -3


The Americans advance towards the causeway, cautious of the strongpoint, and using the hedges for cover. I split the HMG and the PARA, just to give the German more avenues of approach to cover. With the town in visibility range, the first strongpoint is revealed as unoccupied.


Turns 4 - 6


The PARA attempts to flank the town to threaten to head to the objective through the swamp, while the HMG heads for the town, surviving opportunity fire. The Germans, knowing the 2nd strongpoint is unoccupied and will not stop the Americans, have to decide whether to retreat to get back to the objective, or attempt to hold onto 0409 and that the 2 new platoons will be able to dislodge the PARAs. They choose discretion, and plan a fighting retreat, surviving opportunity fire from the PARA.


Turns 7 - 9


On turn 7, the HMG moves into town, and the PARA and GREN exchange fire, neither being able to damage theother. On turn 8, the Americans realize that they will only dislodge the Germans by assault and move into 0409. The GREN fires opportunity fire at both, on the 22 column! (base FP of 6 + 1 for the leader gives them 7 FP points, plus 3 right shifts for adjacent and opportunity fire. The Americans get a bit of luck when the roll against the PARA is 7, however the PARAs roll an 11 and are disrupted (saved from demoralization by the leader). The HMG also enters and survives a shot on the 22 column with only a disruption. On turn 9, the Americans recover while the Germans pull back closer to the town.


Turns 10 - 12


Nothing happens on turn 10, as the Americans must physically occupy 0409 to prevent the German reinforcements from appearing, and the Germans don’t want to advance. On turn 11, the Americans advance to 0410 and survive opportunity fire, this time on the 16 column (the embankment provides some cover) with only a disrupted colonel, despite the HMG and captain producing an M2 result. The Germans get the initiative on turn 12 and retreat to town, awaiting the American assault. The Americans approach, except for the Colonel who is recovering from disruption. This reveals the strongpoint as unoccupied.


Turns 13-16


The Americans begin their assault on turn 13, rolling on the 9 column (10 firepower points, adjusted +1 for leader, +1 for higher morale and -2 for the town) and miss. The Germans respond on the 9 column (7 firepower points, +1 for leader) and produce an M result which disrupts the PARAs. On their impulse, the Germans pass, not wanting to give the Americans the defensive benefit of the town. On turn 14, even with the disrupted PARA, the Americans hear the clock ticking and assault again, now only on the 5 column and miss. The Germans rake fire into the streets, demoralizing the Colonel and PARA and disrupting the HMG. Seeing the Americans in confusion, the Germans leave the safety of the houses and assault back, however they are unable to cause further damage.

The Americans spend turn 16 recovering, and everyone improves one step. The HMG rolls a 9, over the morale of 8, however even a disrupted leader can help units in the same hex, so it does improve. The Germans have lost the assault advantage and pass. On Turn 16, the Americans make a final assault, determined to eject the Germans, and instead run into a hail of small arms fire. The PARA is reduced and demoralized, the Colonel is killed. The Germans are disrupted, however it doesn’t matter. By holding onto the town, the Germans have won the scenario.


Final Thoughts


A very small scenario which played quickly, and even so it presented challenges. With only 1 unit, the Germans had to be on the defensive, and the hope of holding out for reinforcements was small. The Americans had enough time to circle through the swamp to the town, however that would subject them to direct fire in the swamp from Germans in the town or on the road embankment which could have been disastrous. So, a direct assault seemed to be the best method. Poor luck on the assault rolls doomed the Americans, as even though they had superior leadership and numbers, they were never able to do more than disrupt the Germans. This was fun and I think it’s a better intro scenario than scenario 1.

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