Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Pursuit of 2nd Armored
Afrika Korps #34
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 5th Royal Tank Regiment
Germany 5th Light Panzer Division
Germany 5th Panzer Regiment
Display
Balance:



Overall balance chart for AfKo034
Total
Side 1 19
Draw 6
Side 2 7
Overall Rating, 31 votes
5
4
3
2
1
3.03
Scenario Rank: 698 of 913
Parent Game Afrika Korps
Historicity Historical
Date 1941-04-01
Start Time 17:30
Turn Count 9
Visibility Day
Counters 9
Net Morale 0
Net Initiative 1
Maps 1: AK1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 65
AAR Bounty 87
Total Plays 32
Total AARs 15
Battle Types
Delaying Action
Exit the Battle Area
Rear Guard
Conditions
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

As British 2nd Armored Division elements withdrew before German pressure, the tanks of 5th RTR and 3rd Hussars tried to shield the withdrawal of A/E Battery of 1st Royal Horse Artillery regiment. The guns could only make a road speed of 7 miles per hour. Unable to break contact with the Germans, late in the afternoon 5th RTR turned to give battle.

Conclusion

Believing their pursuers to be Italian, the British advanced with great confidence. The presence of Germans surprised them greatly. The Germans lost three and the British five tanks before the British withdrew, but they had delayed the Germans long enough to extract the lumbering artillery.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
Germany Order of Battle
Heer

Display AARs (15)

Slugfest Among The Dunes
Author KirkH
Method Solo
Victor Britain
Play Date 2009-04-24
Language English
Scenario AfKo034

German tanks advanced east along road. Two British A13's moved forward to try and hit the Germans with flank shots, but PzIIIG's eliminated two steps, driving them back to the hill. One A13 sat on a hill and with two long range shots, knocked out two steps of PzII. As the Germans moved to the east, the good British shooting continued, with one more step of PzII knocked out as well as a PzIIIG step. The Germans exited their remaining units off the board and so the Brits retreated to the north and south. It was a British major victory and German minor, making it an overall British minor. Fun, fast scenario that can go either way. Will need to play it again.

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Tankin
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-12-16
Language English
Scenario AfKo034

Gave it a 5 because it was just armor and fast paced. The Germans and British parried side to side and the Germans got a hit in, making their British wary of closing in. The Germans just got their last units off on turn 9 with no losses. German victory. Fun scenario.

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Combat fluide dans le désert
Author Ifig
Method Solo
Victor Germany
Play Date 2007-03-20
Language English
Scenario AfKo034

Un tout petit scénario de tanks : en avril 41, des chars A13 anglais (trois pelotons) protègent la retraite d’unités d'artillerie. Des allemands les poursuivent : six pelotons de chars dont quatre de PzIV plus puissants que les A13. Ils doivent traverser une grande carte et sortir cinq unités, et s’ils détruisent les anglais en chemin, c’est tant mieux. Neuf tours pour ça, à la tombée de la nuit.

A ma première tentative, les anglais viennent à la rencontre des allemands, en s’écartant pour essayer de gagner des bonus avec des tirs croisés. Les allemands se répartissent aussi et détruisent en quelques tours les chars anglais. Il reste un seul pas de A13, mais les allemands ont perdu trop de temps ! A un tour près, ils ne sortent qu’une seule unité : match nul alors que les anglais ont été éradiqués mais ils ont effectivement retenu les allemands.

Deuxième essai : les anglais restent sur une position défensive, sur une colline située juste avant le point de sortie des allemands. Ceux-ci cherchent à contourner par le sud, et finalement, à la nuit tombée, se faufilent en résistant à quelques tirs d’opportunité, en ayant juste tué un seul pas des anglais. Victoire mineure allemande, alors que les anglais sont presque intacts.

Très sympa, proche du scénario « Tank battle at Chisinau » dans Eastern Front.

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Afrika Korps, Scenario #34, Pursuit
Author JayTownsend
Method Solo
Victor Britain
Play Date 2010-01-01
Language English
Scenario AfKo034

I also played #34 Pursuit of the 2nd Armored, form Afrika Korps again! The first time I played it, it was a draw and it was fast play back in 2002, so I decided to play it again, in fact two more times. As of this moment counting tonight and last year, I have One Draw, One Major British Victory, One Major German Victory and no minor victories! I guess I’ll play it a forth time someday to break the tie, maybe? I tried different strategies each time and got different results each time.

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Pursuit of 2nd Armored Part 1
Author waynebaumber (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants captwoosey
Play Date 2012-03-04
Language English
Scenario AfKo034

Played against Joseph Ladd over skype. Joseph had choice of forces and bravely picked the Brits. This scenario has three platoons of A13's trying to delay a superior Africa Corps tank force of PZIII's and PZII's. The Germans have nine turns to exit units and destroy 4 British steps for a major victory. The British commander advanced to meet the German thrust down the road, one A13 unit was left in reserve, the first two turns saw some jockeying for position as the PZII's scuttled to safety away from the British tanks while the PZIIIf and PZIIIg tried some long range shooting to no effect. In fact first blood went to the brave Brit tanker who shot up the nearest PZIII platoon, however they passed their morale check which meant they remained a threat, in reply the following turn the PZIIIg's superior firepower told soon some time some burning A13's were littering the desert. My unlucky opponent then failed his morale by three and the demoralized tankers fled to play no further part in the battle. The tide had now turned and using fire and movement the Africa Corp units advanced to the edge of the hill where the British made a stand. However the better armour prevailed and another platoon was swiftly destroyed. The road was now open and the Panzers swept on for a major victory. This was a super little scenario, played in 45 mins and we both enjoyed it so much that when I offered Joseph a rematch having changed sides he jumped at the chance. For the aar see part 2 sides

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Pursuit of 2nd Armored Part 2
Author waynebaumber (Britain)
Method Dual Table Setup + Voice Chat
Victor Britain
Participants captwoosey
Play Date 2012-03-04
Language English
Scenario AfKo034

Those of you intrepid readers who have read part 1 will know that for this rematch I was the British and Joseph was the dastardly Hun. Having seen what had happened in Part 1 I had decided on a totally different strategy to Joseph's. My A13's stayed on the hill and dug in. While this meant giving up ground I hoped this would help nullify the superior firepower of the PZIIIg's. The German's moved forward and divided into two groups making a north/south pincer movement on the A13's position. The British commander decided to tackle the northern thrust, keeping one unit dug in, the other moved northwards trying to get a crossfire shot on the advancing Germans. The German tankers though drew first blood but in sharp contrast to out first game the Brits did not flinch. This enabled the A13's to get into crossfire positions and accurate shooting completely destroyed a PZIIf platoon. The reward for the plucky unit who had passed their morale was annihilation but they had done the job and the British having destroyed 2 steps of enemy tanks had won a minor victory could they now deny the enemy a victory of any sort. As night fell a tense game of cat and mouse followed as both sides tried to get into positions to win, at one stage the PZ11's strayed into view of a A13 tank commander but then the turn ended. In fact the tension got to my opponent who had lost track of game turns, and made the error of passing in an attempt to get me to move first, I also passed and in effect he wasted a turn. This meant that with vis down to one hex he could not see the Brit tanks to kill them and and not enough time to get his last two units off the board. The British commander who had been prepared to go for a draw had won an unlikely victory. This was an even better game in many ways than the first one and I would suggest this is the way to play this scenario with both players swapping sides. Every turn was tense and although the scenario is pro German, it is still fun to play. Yes it is dicey and yes it is short but so is my wife and I like her too. Highly recommended.

2 Comments
2012-03-04 16:09

Yes it is dicey and yes it is short but so is my wife and I like her too. Highly recommended.

Well Wayne, I've got to go clean coffee off of my keyboard and change shirts! I hope you're happy! :-P

2012-03-05 11:05

So sorry Shad, I am nearly 100% sure that Mrs B will never read that final line or I would have to take a step loss :-)

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House ruled
Author Umikaze
Method Solo
Victor Britain
Play Date 2003-07-24
Language English
Scenario AfKo034

I love the PG system, but the rules are among the worst-written I've ever seen.*

This scenario is basically impossible for the Germans in light of 11.3 Increased Range coupled with the complete absence of German tank leaders. I house ruled that the German tanks could move closer to the Brits while in range as long as the Brits couldn't score a hit after factoring in the die modifiers. Otherwise the Germans can't come within 8 hexes of a Brit tank, and the Brits win just by spreading out N-S along the ridge.

As it was, the two sides traded some shots as the Germans maneuvered for crossfires. Once the sun started to drop and sighting ranges went down, a Brit platoon just skeddadled back to 0115 and dug in, making it impossible for the Germans to force an exit in the time remaining.

Minor Brit victory since they'd eliminated two German steps.

  • I've been wargaming for more than 50 years and have literally a few hundred games in my collection.
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The artillery escaped just barely....
Author stugibsonca
Method Solo
Victor Draw
Play Date 2010-08-06
Language English
Scenario AfKo034

A bloody draw resulted as the British worked to prevent the Germans working around the flank and set up crossfires. Both sides lost three steps and the Germans exited their 5th unit on the last turn of the game.

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The Sounds of Armor Burning in the Desert
Author thomaso827
Method Solo
Victor Germany
Play Date 2014-05-02
Language English
Scenario AfKo034

Started this quick scenario as a lunch time game. The initial action, as in many close-range scenarios, starts with the first initiative die roll, giving the Germans the opportunity to get to the hill first. The British armor targeted the Panzer IIs thinking of a quick 4 steps towards victory, but the force wasn't with them today. Both sides maneuvered a little between shots to try to get adjacent target shots, but the Germans were in a better position to get a crossfire fairly quickly, drawing first blood/step loss with a resulting Demoralized result. The Germans were unable to kill a second step of any one platoon, for a while, but they didn't really need to for several turns, taking in turn a step from each of the other two British tank platoons, followed finally by a second step loss on the northern most British platoon. The first British platoon to be hit failed his recovery roll and took off down the road to get out of the 150% range of the German MkIIIG, finally succeeding in shedding his demoralization and then disruption. The other surviving demoralized reduced British tank platoon passed the returning one on the road after he also failed his recovery test. Although the gallant British surviving armor tried a final shot in the growing darkness, it just was not to be, and all 6 steps of German armor succeeded in turning and heading back down the road for a major victory. Great game, reinforcing my knowledge of armor rules and my first British vs Germany scenario.

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Superior German tanks win the day
Author Jockulus
Method Solo
Victor Germany
Play Date 2022-01-26
Language English
Scenario AfKo034

The Brits sat on the hill, waiting for the Germans to close in. The 3 tank platoons failed to dent the German armour. The Germans flanked to both sides of the Brits, and then started firing. In the ensuing bloodbath, all British tanks were eliminated for onely one German step loss. Major axis victory.

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One Hex Too Far
Author Chaco (Germany)
Method VASSAL
Victor Britain
Participants treadasaurusrex
Play Date 2022-02-14
Language English
Scenario AfKo034

In a 1-session, training play-through of this 9-turn scenario, I played the advancing German panzer force. This was a fun play for a beginning player, but a great learning experience. Had I started making a straight dash for the exit hex just a little sooner, I might have scored a minor German victory, but alas, the wily British outsmarted the cautious German strategy of "shoot and scoot" and plugged the exit hex just one turn before the panzers got there. Better counting of hexes and turns will make this scenario a possible win next time.

This was a decent training scenario for moving tanks, setting up an overwatch position, and making contact with the minimum force. The British Commander had a difficult time contending with the German's flanking company of Pz-II tanks, but by the end was able to eliminate 3 steps of charging panzers.

In short, "my kingdom for a horse," or a victory for just a single hex!

1 Comment
2022-02-16 17:31

Ah ha! So it was Felipe that let you get away with that.

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White Rabbit
Author Matt W
Method Solo
Victor Draw
Play Date 2012-09-01
Language English
Scenario AfKo034

In this remarkably small and remarkably short scenario, 6 German tank platoons must cross the width of the board and exit at a particular hex while fighting off 3 British tank platoons which will probably occupy a ridge which will provide some cover.

My Brits apparently had some pretty good shooters as they eliminated three steps of PzIIIs but couldn't get the fourth step and the Germans were able to get five units off the board but could only eliminate 1 British step.

The short scenario requires the Germans to avoid much fighting in favor of motoring across the board. If they stop to fight they will win the gunnery battle but will not get off the board in time. Much like the white rabbit in Alice they are always seemingly behind schedule.

With such a small number of units and the need to get off the board so pressing this pretty much falls into a pattern of Germans moving and British shooting. I give it a "2" but a fun one for the British.

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The "Filthy Fifth" gets rolled
Author Brett Nicholson (Britain)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants vince hughes (AAR)
Play Date 2014-03-06
Language English
Scenario AfKo034

I picked this one out for one of Vince and I's brief evening sessions as it was just 9 turns and seemed to have a fair enough play balance. I thought in the worst case it may end in a draw but it turned out even worse than that for me as the British player. I basically set my three units of outdated A13s with one attempting to block the road and the other two spaced apart on each flank. The PzIIIs rolled right up braving opportunity fire leaving their little thin-skinned PzII buddies behind and out of range. I didn't bother with opportunity fire as I would of needed to roll "12"s to get a hit. Instead I began to dig-in with the tanks blocking the road and relied on the flanks for supporting fire. Digging-in was probably not the best idea as I already benefited from being on a higher elevation and it ended up costing me four potential shots; I was already outnumbered and outgunned as it was. So the PzIIIs eliminated one step of my clunkers on the south flank leaving the remains demoralized and fleeing. Not one of my shots made it through the thicker German armor; I needed "11"s and the closest I got was rolling one "10". Soon the tank platoon on the north flank was reduced and disrupted and Vince was able to easily manuever around and get behind my last good-ordered tank attempting to hold the road and crossfire was set-up and soon utilized with deadly efficiency. By the fifth or sixth turn all of his panzers were able to exit before sundown with no casualties while all that remained of this detachment of the "Filthy Fifth" RTR was one demoralized and reduced A13 scurrying away south.

Not an awful scenario overall, just not exciting enough to warrant a "3" rating from me as a shared play. It was really up to a few dice rolls and whoever got lucky first. As the British I had zero luck. If I had been able to score just one hit and at least delay the panzers then I would of had a chance at at least a draw and also balanced the odds with being outnumbered as the PzIIs really didn't count towards a firefight. In hindsight it may of been better to have deployed on the road only and then spaced apart along it instead of spreading out in flanks. Digging-in the one unit was probably not very brilliant either as it ate up two turns. Probably even more humiliating was having my girlfriend actually observe this as a spectator for her first viewed PG game. I guess if any good comes out of this she has said she wants to play PG now! So this did suit for a quick evening play but quicker than I imagined as it was all over in less than an hour. I also think it's good instructional scenario for introducing a beginner to armored units.

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Do I Really Get a Whole Play Credit For This One ?
Author vince hughes (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants Brett Nicholson (AAR)
Play Date 2014-03-06
Language English
Scenario AfKo034

This game was played over Skype with Brett in a 33 minute session !! I was looking for a quick evening game between work days and Brett picked out this small tank battle from Afrika Korps.

On turn 1 the German PzIII's advanced straight up the road towards the 3 x plns of British A13's deployed in line with each a hex apart. The British were set up on the hill ridge so really, the Panzers were forced to advance within 3 hexes in order to see them. In a 9 turn game, there is little time to flaff about so I had to display some boldness. The advance was done in segments so as to tempt the British to fire out of turn. The British held fire patiently and then, when their sights were settled, 2 platoons opened up on the Germans whilst one on the road started digging in. The German PzII's stayed out of range of this tank battle. The British fire whizzed by the PzIII's missing all shots.

Turn 2 and the Germans win initiative by 1 AS. Only the 2 x PzIIIG's open up and they succeed in hitting a step from the A13's on the British left flank. The remaining step demoralises. One A13 pln returns fire, missing again and the centre A13 completes digging in. The 2 x PzIIIF's so far unactivated, seize their chance with the remaining good order British already fired or digging-in and they rush up the road, past the British line and take position behind the enemy so as to set up crossfire. The 2 x PzII's start digging in, continuing to keep their weak armour out of range and safe.

Turn 3, the British win initiative by 1 AS and one A13 pln fires at the G's to their front. They miss again but only by a whisker with one shot. The PzIIIF's behind them return fire. They missed, but had set up the crossfire confusion for the IIIG's to follow up. Once again, British fire missed and the IIIG's eliminate another 2 steps of A13's, leaving just the dug-in A13 platoon on the road to resist.

Turn 4, the Germans get a 2 AS advantage and both the F's and G's open up from both sides. This finishes off the remaining A13 platoon. The reduced demoralised A!£ step continues to fail recovery and the PzII's finally advance up the road toward the board edge now that the 'coast' is clear.

Turn 5 - All 6 German tank platoons exit off the map safely to chase down those guns mentioned in the notes and claim a major victory

In 33 minutes the game ended. No German losses, 5 British A13 steps left in smoke.

This gets just a '2' from me. It was fun to win, but really comes down to dice rolling with the minimum of manouvre once the guns do open up. As results show, it is pretty close in balance, but today was the Germans day. The lack of depth in it for me is what warrants the 2 rating and that is all. My main surprise is given some of the biggie scenarios I get involved in, I am surprised this gets the same play notation of 1 play. Of course there is little other choice, but boy, it was a quick game :-)

7 Comments
2014-03-06 16:06

I rated this one a "2" as well though as a solo play I think it got a "3" out of me first time around. It really does come down to dice rolls and if I hadn't of dug that one platoon of tea kettles in then I would of maybe of got 4 more shots in but whatever the case I still would of needed to roll 11s to get through the PzIII's armor. I suppose it could of gone either way if my clunkers had been able force a step loss first but they all missed. Well, you wanted a quick match and you got one Vince! I would like to blame my girlfriend for her distractions "what does this marker mean?" but that would be unfair -if anything perhaps she enhanced the session. Instead, I blame Churchill!

2014-03-06 20:05

You should have swopped sides and played it again. That's what Joesph and I did.

2014-03-07 04:12

I haven't played it but it sounds fun, quick and balanced. Fun, quick and balanced mean more than a "2" for me. However a lot of people on this forum prefer large scenarios....

2014-03-07 05:07

Leonard,

Thanks for reading. Hopefully my remarks made it clear that there was nothing 'wrong' with the scenario. But for my taste, just not enough going on. If it helps, from your own designs, I like such things as The Iron Line scenarios (which I should have marked as '5' rather than a '4') and Race To The Meuse etc ... The titles of the other tough scenarios in FoF I have played allude me at present but I like the biggies ..

So the '2' is purely on 'What it did for me' ... heck, Kirk H rated it a '5', so we can see how tastes vary.

Finally, I won anyway which always makes a scenario enjoyable LOL

2014-03-07 05:19

This was a replay for me as I played it solo about a year back and probably rated it a "3" then. I didn't think it was a bad scenario, but like Vince just didn't get much out of it for a shared match; especially on the losing end. It is nice for something brief and simple but I wasn't enamoured by it. I think it would make a good beginner's scenario for introducing a new player to armored units. Also, had there actually been any successful return fire on my part I would of enjoyed it more but I had no such luck. It was pretty much a rollover with our play but if one of the panzers had been reduced or delayed then it might of been a little more enjoyable for the both of us regardless of the outcome. Also, good luck with getting Vince to swap sides! ;-)

2014-03-07 06:20

Hello Vince !

I know your taste for biggies ! Just a comment to say that short scenarios can be real fun too, but they have to be balanced. Sort of adrenaline shoot.

2022-01-21 04:40

I like short scenarios too, but dang. This wasn't balanced.

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PANZERS! Oh crap...
Author goosebrown
Method Solo
Victor Germany
Play Date 2022-01-21
Language English
Scenario AfKo034

The scenario notes that the three platoons of A13 Cruiser tanks thought they were being chased by Italians so turned to stop the pursuit.

Big. Mistake. Twice.

I played it twice and it was worse the second time.

So the A13s of the 5th RTR all start within one hex of the road at the base of a hill. The other side of that hill is the German's exit point and they need to exit steps without losing more than 2 steps.

With a slight initiative advantage, the panzers of the 5th Panzer Regiment simply charged down the road to meet the A13s closing to bumper car range (except the PzKW IIs which followed along like the fragile little flowers they are (Patton could have slapped one in Algeria and had the rest in Tunisia turn belly up from sheer relayed fright...))

Next turn the Germans won a two action initiative roll and simply shot three steps away out of 6 steps present and demoralizing one step. The Brits, bless their little hearts, fired back and took one step from the Pz IIIfs. German won the initiative again the next turn and the 7 steps of Pz IIIs just finished what they started. With nothing to hide behind there wasn't much for the A13s to do except burn.

Next play I moved the A13s back over the ridge as the Germans came on the same old way. Hoping to get a reverse slope sort of defense I split the Cruisers north and south to cover the road and hopefully get a cross fire on the Pz IIIs, but no such luck. The Germans won the initiative with a 1 action advantage and they butchered the northern platoon then took a step from the two platoons in the south. Half the Brits gone by turn three. Then the 8 steps of Pz IIIs and Pz IIs on the road just drove away while the last 4 steps of Pz IIIGs shot up the A13s till they stopped moving. The A13s did not even get one step. It was brutal.

If you have to use a 2pdr against panzers, you really need a lot of armor to protect you so you can get multiple hits before they knock you out. I would have traded all the Cruisers here for two steps of Matildas and it might have been a fair fight in terms of victory conditions in that they could have sat on the Axis exit hex and toughed it out.

Note that this is a short scenario so any way you do it it is fast.

Also it is into the setting sun so if the Germans move methodically, they are going to have to get closer and closer to fight which is not a great idea considering how fragile the British armor is at a few hexes.

Good lesson on the Pz III v Cruiser match up.

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