Panzer Grenadier Battles on April 24th:
Grossdeutschland 1944 #17 - Spoiled at Pascani Road to Berlin #72 - What Do You Do With a Drunken Sailor?
Got 'Em
Author thomaso827
Method Solo
Victor United States
Play Date 2015-12-04
Language English
Scenario Saip018

This small 12-turn scenario is a bit surprising in that a relatively small Japanese force might hold out just long enough to prevent a US win. Japanese have 2 infantry, 2 Service, an HMG, a 20mm AA gun and a 120/10 AA gun defending an airfield in hex 0614 on board 83 against 8 Infantry, 2 HMGs and an Engineer platoon that enter from the west. Japanese set up with the 120/10 in the southern town hex, the 20mm in the southern heavy jungle 20m hill hex, the 2 infantry in 0414 in the light woods and dug in, the HMG in 0616 light jungle and dug in, and the 2 Service in 0716 light jungle and dug in. Japanese meet the requirement of starting within 2 hexes of the airfield in 0614 this way and use existing terrain pretty well. The terrain to the west of the map is pretty good for getting in pretty close before being spotted, and the US Captain lead a force of infantry, engineers and HMGs east along the road trying to flank the big gun in town while remaining troops moved onto the 20m hill, the Sgt leading an element all the way to the 40m hill in order to call arty down on the Japanese guns. The Sergeant's move left him in spotting range of the 20mm AA gun, which took the weak shot and rolled a morale check, which the Sergeant and one infantry platoon failed going to disrupted. The Captain and his stack, hoping to gain a first initiative next turn, got a bit too close to the big guns and also became disrupted along with one of this platoons. I pushed the US troops pretty hard, ignoring the risk of losing 3 steps and giving the game to the Japanese. This scenario doesn't take much to lose, so better I not think about that and just do as much damage to the enemy as possible. The Japanese infantry decided to try to attack and assault the US troops stalled on the 40m hill, but their luck failed as the US got the next initiative, and the good order troops fired down the hill while an LT brought in 2 more Infantry from the western flank and first demoralized and then eliminated the Japanese infantry force without loss. Without the Japanese infantry, the defenders are hurting, but all they have to do is inflict 3 steps of casualties and have somebody undemoralized still within 2 hexes of the airfield at the end. The 20mm AA gun is destroyed by a well-aimed OBA shot, and the big gun in town is wiped out in assault by another stack of US troops after firing and missing at their adjacent light jungle location, and the US Captain and his disrupted troops move into the other town hex to regroup. Down to the Service and HMG platoons to the south of the airfield, the Japanese pass or take long shots as the US troops maneuver to flank them from west and east. The Japanese Major, having survived and evaded when the heavy guns were destroyed, moves in with the Service troops hoping his 10 morale will help bolster their defense. But in a few more turns, the HMG has been wiped out taking a single step from a US HMG, and the two Service platoons have become demoralized, fled their dug-in position, and then been destroyed in an assault right on the south edge of the board. US win, 12 Japanese steps to 1 US. Great little game that wrapped up for me in 10 turns. Any of those Japanese forces might have held on in assault a bit longer and caused a Japanese win so I give it a 4.

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