Panzer Grenadier Battles on April 19th:
Conquest of Ethiopia #29 - Second Ogaden: Battle of Bircut Road to Berlin #68 - Batteries of the Dead
New Zealand Division #7 - Night Action at Takrouna Road to Berlin #69 - Dutch Treat
Better than the previous
Author dricher
Method Solo
Victor United States
Play Date 2014-05-04
Language English
Scenario Airb018

Okay, this is better than Juncture I. The forces are sufficient, the victory conditions clear and possible. In fact, during my play, it was actually close. With no starting German forces on the board the Americans were able to get through the town and move off road towards the town on board 1 very easy. The Germans managed to get everything but the Captain on the board over time, and eventually get together a strike force of the Grens (the HMG couldn't keep up) and reach the town and launch an assault against the Americans by the end. Earlier the 37mm had a bead on the tank, which had been holding leaderless Grens at bay and had backed off to extreme range for the 37mm. An incredibly lucky shot killed a step (counting double), demoralized the remaining step, which ran to the town for cover. The assault into the town was a desperate bid at getting the third step, but the Americans shredded part of the assault before it came in when they won the initiative. The resulting assault did not take out the third step, all American units were in the town, and the Americans won.

My concern over the scenario, and the resulting rating of 2, is based on the total random appearance of every German unit. The American HMG, using the road, needs 11 of the 13 turns to reach the destination if there is no German on the board. The more direct overland route took 12 turns, and only because it passed every morale check inflicted by German OBA. If the Germans get even a single unit to set up in the town before the scenario starts, the odds of the HMG making destination are pretty much nil. So really the Germans only need to delay one other unit to force the draw. That's way too much random behavior. The Germans can start out strong, or non-existent, based on the way of some die rolls during set-up. I don't like that much randomness when the impact is that great. Oh, and the 20mm, if not rolled for in the set-up, cannot get on the board during a later turn as there is no transport. The only reason the Germans scored against the M5 is due to the early arrival of some hard working German gun crews pushing those things a long distance across part of board 1.

Way better than J-I, but still not my cup of tea. Too random to earn the 3 it could have achieved. Given the set-up conditions for J-I and a couple more turns to give the American HMG a real chance and this scenario could be pretty good. Not surprised the Juncture scenarios didn't make the newer edition.

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