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
False Choices, Hopeless Attack
Author dricher
Method Solo
Victor Draw
Play Date 2014-03-01
Language English
Scenario Airb002

I've never played solo prior to this scenario, but decided to start my solo adventures with Airborne for a couple of reasons. The tiny scenarios are fairly quick to play, and I've got four face-to-face plays so I am already 20% of the way to my tour ribbon. I'm not a big fan of Airborne due to the tiny scenarios and lack of variation of American forces. From a face to face perspective, the tiny scenarios have very little activity, usually for one side in particular. But perhaps that's perfect for solo gaming...

The Americans immediately looked to the strong point in 0613 and noted it's strength. Since strongpoints do not contribute towards victory conditions the Americans decided not to waste strength or precious turns to confront it, and moved around the position. During the scenario op fire from this strong point failed to have any effect. The only effect was to delay American approach to hex 0412, which is a significant effect in a ten turn scenario.

The Germans quickly moved to occupy the town, leaving the mortars back for support. Outside of that, their purpose was to hunker down in town to protect the victory hex and the empty stronghold located there.

American reinforcements entered back at 0814. With no officer, the Lt went back to grab the unit and bring it around to the area of action. More time wasted. Finally the Americans charged the town. Trading direct fire left the Americans on the short end, there's no arty, and time was ticking. The Germans launched a counter assault outside the town to prevent the larger American stack from contesting the town, and kept the engineers back for better town fighting. The Americans assaulted the town with the remaining unit. Despite some losses, neither assault hex amounted to much and the game ended with two ongoing assaults and a contested victory hex. Draw.

This scenario was full of false choices. Do I uselessly assault a strongpoint and possible lose a critical step, or go around? Do I assault the victory hex, or waste ammo in direct fire with no significant hope of ejecting the Germans? Do the Germans assault the Americans on the approach to keep them out, or pray one burst of direct fire against two hexes will inhibit the elite paras from being able to assault? Do I protect the town, or some other useless hex? To add insult, the Americans are attacking with equal direct firepower (or less depending on strongpoints), inferior arty, no specialized town fighters, and fewer leaders, but at least they only have ten turns to attack a superior force in a defensive position. This scenario did nothing to improve my view on Airborne or tiny scenarios. It really deserves a 1, but as a coworker of mine's great uncle was in the battle, I give it a 2 out of respect.

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