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 call THAT a victory?!
Author plloyd1010 (Soviet Union)
Method Face to Face
Victor Japan
Participants WightTiger
Play Date 2013-06-09
Language English
Scenario PotE008

We played double-blind. We decided that Soviet units could not establish pickets until released to move. To save time, we also assumed an OP on each entrenchment hex, until after the units were released. There were also other adjustments to address potential issues which may have come up during the game.

The Soviets are deployed in 3 groups, on at the bottom of the against the Japanese, and in 2 trench lines. The Japanese deployed in a partial double-enfilade of the first Soviet group. Most of the Japanese were visible to the Soviets. Those not were the mortar & AT gun, probably deployed on the reverse of the hill. The battle opens with assaults on both hexes of the forward group. 700 hex losses a step and is demoralized. 600 hex isn't much better off. By the end of turn 3, only one reduced demoralized rifle platoon and the captain have survived. The Japanese do not pursue them into the night.

What the Japanese are doing is moving to the eastern end of the northern trench line. Because I can have no scouts or pickets, I have no real idea of how well the Japanese are organized in their march. I do know one HMG unit had been digging in on top of the hill. I think it is still there. The support weapons are likely with it.

The approaching Japanese are divided into 2 groups. My troops are not released until just before attack, I watch a somewhat helpless feeling. The attack begins with the advance against the southeast corner of the north line. My opfire does kill 1 INF step (my first blood & point) & demoralizes the survivor. The rest if the Japanese pile in. I move an HMG into the hex.

I lose the initiative (big surprise there). The Japanese assault shrugs off the induced morale check, and disrupts or demoralizes the entire defending force, along with inflicting a step loss. I try to rally. The infantry, who are demoralized, retreat out. I move in another INF, but it looks bad. The demoralized units are in the way and I don’t have a lot of spare troops yet.

The next round of pugilism demoralizes the reinforcing INF and the LT leading the defense. Somehow the disrupted HMG keeps hanging on. Again the INF retreats out, I rotate another in. A couple other demoralized guys do rally. Now there are demoralized & disrupted units in the way. Only one INF is available. I’m faking further down the line with an unemployed captain & an AT gun. (I hope it doesn’t guess.)

The next turn actually goes quite well. I am not further injured in the next assault. The INF holds up. The HMG has still not rallied, but still hasn’t failed further. The Japanese reinforcements arrive and the southern line is released. Reinforcing infantry rush to northern line with HMGs following on. The fight in the assault hex is stabilizing. The rush is on to redress the western end of the north line.

When the Soviet reinforcements arrive, the tanks rush to support the north line. Most reinforcements move to the southern line. More southern garrison troops move to the north. I plug the holes. A captain joins the lieutenant in the assault hex. Things are looking good, but I don’t have the manpower to march against the hill (I wouldn’t want to do that in the dark anyway).

Another Japanese step dies in the assault hex, and all the survivors become disrupted. I rally the HMG (finally!). It’s turn 12, I’m ready for the next rush, and there is functionally no more time.

As we look at each others maps, we both think this should really be considered a draw. The Japanese hold their start position. The Soviet entrenchments are still in Soviet hands, except for the disputed hex. The problem is that the victory points are 11 to 2. Most of those points were handed to the Japanese on a silver platter.

I think how the victory points are awarded really ruin the scenario. If the Soviets were given 1 VP for each entrenchment hex controlled the results would balance better. Neither side made any progress, that is draw!

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