Panzer Grenadier Battles on March 28th:
Spearhead Division #15 - Dillenberg
Designers need to watch those Victory Conditions
Author arixius
Method Solo
Victor France
Play Date 2014-12-28
Language English
Scenario FaoF012

Another scenario with, what I call, "All or Nothing" victory conditions. In this case, to win all town and hill hexes on four boards need to be free of un-demoralized enemy units. "All or Nothing" victory conditions are easy to "game". Designers should be wary of them.

This time the Germans had to clear the four boards. The French dug-in units behind minefields across a broad hill in the southwest portion of the four boards and deployed their fast armored cars out of sight to the north. This required the Germans to clear 17 hexes of town and dug-in units AND keep garrisons ready to counterattack the French armored cars.

The Germans engaged the dug-in French and began the long-painful multi-hex assault. Running up hill into French HMGs isn't recommended. Slowly the Germans advanced across the hill. With about 5 turns left it seemed possible that the hill might be cleared and a thin grey line was forming to the north to block the impending armored car sprint.

With four turns left the French cars bolted. The first platoon was reduced by a 37mm AT but this allowed the second platoon to continue. The German 105mm fired a long-range shot from the next hill. It reduced the armored car platoon, but didn't disrupt it and it continued to safety in a wooded hill hex.

The thin grey line broke to chase down the reduced armored car while it drove deeper into the wooded hill. The Germans cleared a couple more hexes on the southwest hill but, if it can't eliminated that one reduced armored car, all is lost.

And in the end that is what happened. The entire German advance was thwarted (major German loss) because a single reduced armored car was able to maneuver away from a battalion of advancing Germans.

Now that's "gamey".

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