Panzer Grenadier Battles on April 24th:
Grossdeutschland 1944 #17 - Spoiled at Pascani Road to Berlin #72 - What Do You Do With a Drunken Sailor?
My God, they are using poison gas!
Author Zouave
Method Solo
Victor Germany
Play Date 2007-12-09
Language English
Scenario WhEa004

I chose this scenario because it is relatively short (20 turns), and has some unique elements (mines, of which three are chemical -- thus the title of the scenario -- and German mountain troops). I’m playing solo, and will try to do a new AAR every 4 turns.

Set-Up and Strategy

Poles

The Poles set up first, and given that most victory points will be decided by town control, they deploy the 8 INF and 2 HMG squads so as to make the Germans fight for every last hex. This may also help in that the Poles get VPs for eliminated and demoralized German units at scenario’s end; the Germans get VPs for eliminations only. There are 4 town hexes west of the river, and 6 east of the river. The Poles put most of the units west of the river, on the assumption that given the time constraints the Germans can’t afford to ignore them. They also put a dug-in unit on the bridge hex as it is worth 4 VPs for the Poles, 5 for the Germans. The 2 big guns are put in far eastern hexes of the town east of the river, and the 2 mortars are placed in woods west of the river in a spot that can support the defense of the western towns. The 10 minefields are placed on the bridge hex, in some of the eastern towns, and then on clear hexes so as to channel the Germans into the higher-MP woods or swamp hexes. The Poles have a so-so leader draw.

Germans

When I play solo, I try to have each side decide on a strategy, and then adhere to it within reason during the scenario. After reviewing the Polish set-up, the Germans decide on a somewhat risky strategy of bypassing the western towns, which are mainly in the north, and racing along the southern edge to cross the river and attack to the big eastern town. Not only is this town more lightly defended, it also contains the big guns, so if they are threatened, this should relieve some of the bombardments against the Germans forced to advance in the open. A smaller screening force will threaten the bridge and try to prevent the Poles from crossing from the west to reinforce their eastern comrades. Once the town is clear, the rest of the force will join to take the bridge and then, if time permits, some of the western towns. The Germans have higher morale (9 vs and better leaders, so this should allow them to survive despite being forced to advance in the open.

Situation at end of Turn 4

The Germans entered in the south and headed east. They uncovered a 1 value minefield, which a mountain engineer unit easily suppressed. The Poles reacted by sending 2 INF units from a western town to the east. In addition, the 2 mortar units in the woods moved south so as to set up some direct fire shots. As the German units came within spotting range of the Polish leader in the central town, the 2 75/97 guns opened upon, but only managed to disrupt a HMG unit which then rallied. Once the mortars openend fire, they revealed themselves and some German OBA responded and demoralized one of them. The Poles will watch and see how things develop before detaching any more units form the western towns. They are beginning to wonder, however, if the minefields would have been better used to guard the approaches to the bridge hex.

So a quarter of the scenario is gone, and the Germans still have a ways to go, and a river to cross, before they can start picking up VPs. Guess we'll see if this was a smart ploy after all.

Situation at end of Turn 8

At 1630, a German general enters the command tent, studies the elaborate attack orders, and then asks, “What idiot came up with this plan? We need that bridge NOW!”

So on turn 5, the Germans abandon the southern flanking sweep and march directly toward the bridge. The plan now is to capture the bridge ASAP, while sending a force to take the central town. They weather the continuing artillery and mortar fire, and do pretty well against the defensive fire that begins as they approach these two objectives. (note: one good thing about the mountain HMG units is that they move as fast as the INF, meaning they can be there when the first firing line forms up). A colonel with a combat rating of 2 forms a 3-hex fire group and opens up on the bridge, to no initial effect. A second fire group attacks the central town, but the Polish defenders also get through it intact. Meanwhile, defensive fire manages to disrupt and demoralize 2 German INF units. With the town’s defensive fire spent, the German moves 2 assault stacks (1 with an ENG) adjacent to the town for an attack next turn. Earlier, the Polish mortar units retreated north into the woods to lose their Spotted status and escape German OBA. While 1 continues to fire, the other manages to get back to good order. In addition, the 2 Polish INF units that moved out of the western town manage to reach the eastern town to bolster its defenses.

So at the end of turn 8, things are starting to look worrisome for the Poles. Despite repeated bombardments, the German morale has held and they are in position to take 2 key objectives in a few turns.

Situation at end of Turn 12

Turn 9 saw the Germans press their attack on the central town and bridge. They advanced into the town, and after trading step losses, managed to rout the defenders and send them streaming toward the woods to the west. Meanwhile, large fire groups and OBA continiued to pound the bridge position, but the Poles put their 2 best leaders there and despite having 1 INF unit break and run for the town the remaining HMG kept its order. Finally, the Germans launched their assault on the bridge, using their other ENG unit, an INF unit and a 10-2-1 major. And blammo, the 3 value mine (turned into a 2 by the ENG) went off and it was indeed a chemical one, exacting a heavy toll. The major and ENG unit were demoralized, but the INF survived. Then the Poles counterattacked and managed to kill the major, triggering a catastrophic loss check which the German just barely passed. The Poles later called in artillery on the position, but there were no effects. Meanwhile, 2 German platoons continued to chase the retreating Polish mortar units in the northern woods, looking to bag some easy VPs. An initial German decision to press on with 2 stacks toward the western town was changed after the bridge fiasco; now the Germans will defend the central town and devote all remaining efforts to the east. The Poles in the western town look for a chance to counter-attack.

Situation end of Turn 16

What a change in fortunes. Following the disaster at the bridge, the gods have favored the Polish dice.

On turn 13, the German decided it was folly to attempt to assault into the teeth of the chemical mines at the bridge. This meant he had to pull his units out of the hex to allow direct fire to clear the hex of defenders. The INF unit exited, but the remaining, demoralized ENG unit failed its morale checked and fled, losing 1 step in the process. The German then tried to blast the defenders out, but their morale held, After a turn of this, the German player (i.e., me) realized he could win the game simply by occupying all the hexes in the eastern town (6 hexes x 3 VPs = 18, plus 2 for the western town, makes 20). [Note, if the Germans lose, it's because they wasted too much time on the bridge, time that would have been better spent on the towns.]

So the mountain troops cross the river and set up for assaults into the town. And here's where the Polish dice caught fire, disrupting and demoralizing troops and braving the enemy assaults. None of the assaults were able to clear, much less seriously hurt, the defenders, and in 1 hex the Germans are barely hanging on. The remaining German units near the bridge form up for a last push to the town, while the 2 demoralized units in the woods try to rally to avoid ceding VPs to the Poles. Time is running out, but the Polish defenders in the town are spread thin, and they have only l leader. If the German get a lucky multiple activation, they may be able to pull it off.

The Poles meanwhile made good use of their defensive and mortar fire, and have moved some troops up to threaten the central town so as to at least pin the German defenders there.

Situation at end of Turn 20 - German minor victory

In the last 4 turns, the Germans were finally able to grind down the eastern town defenders, especially after they were able to build assault stacks of 3 INF units. At game's end, the Poles were still hanging onto 2 of the eastern town hexes (I originally assumed they kept control as original owner, even if contested in assault, but later learned that contested hexes give neither side control -- so the Poles got no VPs for those hexes). Not much happened elsewhere on the map.

So the finally tally was:

Poles: 5 German steps eliminated (5 VPs). 1 German unit demoralized at end (1 VP), 3 town hexes controlled (6 VPs), bridge controlled (4 VPs) = 16 VPs

Germans: 10 Polish steps eliminated (10 VPs), 1 western town hex controlled (2 VPs), 3 eastern town hexes controlled (9 Ps) = 21 VPs.

Result: German Minor Victory (3-6 more VPs than other side).

A pretty fun scenario -- at various times I was sure one side of the other would win.

Looking back, my Polish set up could have been better. Give the higher VPs for the eastern town, it should have had more units and leaders, plus some of the chemical minefields (I put 1 on the bridge, 2 in the western town).

But I clearly made more mistakes playing the Germans, which makes me think they might favored. They likey would have won at a Major Victory with 1 more turns. The Germans wasted too much time trying to wipe out the bridge defenders, when there was a better payoff at the town.

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