Panzer Grenadier Battles on April 20th:
Road to Berlin #70 - Gasoline Alley
A strange and curious little scenario
Author waynebaumber
Method Solo
Victor Germany
Play Date 2012-11-08
Language English
Scenario ReWa011

I have had my eye on this scenario for a while because of the curious VC ,random reinforcements and there is no set number of turns, having examined the scenario thoroughly I believed a German win most likely so instead of giving Herr Hughes an easy win I played it solo. The VC are based on how many undemoralized steps are on the board for each side at the end of the turn if Soviets have double then they win, if the Hun have double the Soviets must withdraw and if they have lost 8 steps or more they lose. The Soviets also win if the control all the town on board 3, not a likely occurrence but possible. What makes this game "interesting" is that both side roll for reinforcements and also roll on a table for what these reinforcements are. Now the Germans roll on all even number turns, with a six meaning reinforcements arrive, the Soviets roll every three turns also needing a six. It does not take a degree in Maths to work out that Germans will get more reinforcements than the Russians. The Germans start with 17 steps on the board 2 more than the Russian, so should they roll a 6 on turn two followed by a double one or 11 on the reinforcement table the Soviets have to withdraw straight away, they have 5 turns to withdraw and the chances of losing 8 steps are small so it is possible by turn 3 that the game is all over. Hmm I can imagine if this was a FtF game there would be a few comments made on the choice of scenario! Of course the above is not likely to happen, which brings me to another point with the game ending only on a Soviet victory of 5 turns after a Soviet withdrawal this could be a long haul the rules don,t cover what happens when night starts to fall or if there are not reinforcements available of a certain type. Likely with Soviet Ldrs and CAV would be once again this would be a rare thing but possible. As to my game I decided the Soviet CAV would skirt around the town and then head North in a bid to attack any German reinforcements and also to avoid any casualties. The Germans did get reinforcements on GT 4 and it was a whole company of INF with HMG and AT support, this nearly caused a Soviet withdrawal straight away. The Soviet commander foolishly tried to close with this group and in fact caused some disruption and even a demoralization then disaster with 3-1 initiative the Soviet commander though he could move adjacent to the German troops and then next turn after winning the initiative close in hand to hand combat. Needless to say in a mirror image of what happens in my FtF games the Soviets use initiative the Germans rally, their OBA hits the CAV, the CAV demoralize and the s..t hits the fan. But wait the Soviet's roll a six and get some reinforcements could this swing things round, no a lone T34 wanders onto the board. The German player now went on the attack and destroyed 3 CAV steps thus causing the withdrawal, the lone T34 wanders off the boards. The surviving CAV desperatly make for the East but are caught by accurate artillery fire and rifle fire casuing more losses and disrupting units which are then caught in assault and destroyed by GT 9 its all over. *This scenario try's to be too clever for its own good and there are a lot of unanswered scenario questions only some of which I have covered. There is a way for the Soviets to avoid defeat or at least make it harder for the Germans. But I will let others work that out. As a fun game its OK but highlights once again AP's poor scenario development particularly in more older games. *

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