Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Afrika Korps #39
Author triangular_cube
Method Solo
Victor Germany
Play Date 2022-02-26
Language English
Scenario AfKo039

I always try to leave an AAR when I rate something as a "1" to make note of the reasons. I reserve this rating for scenarios that are fundamentally broken for one reason or another. I tend to not even consider balance when determining if a scenario meets this requirement, unless interactions from SSRs make it more or less impossible (not just unlikely) for one side to win. This is an example of such a case where the British player can be put into a position where it is nearly impossible for them to win via the setup and poorly thought out VCs/SSRs.

Both German and British VCs are dependent on the number of entrenchments captured. Not entrenchments destroyed, or lost by the Germans. Captured alone is the trigger. If the British capture zero (or one) the Germans win. SSR#4 dictates that abandoned entrenchments are removed at the end of the "Recovery Phase". Noting that I have never heard that term in the system, nor is it listed in the rules, I believe this to mean at the end of the marker removal phase? A guess? Idk, thats how I played it.

The logical combination is that the Germans must simply step aside as soon as they are allowed to. The entrenchments go poof. Now they cannot be captured as they do not exist. This leaves the full German force defending only those few entrenchments that the Aussies can entangle in the first 4 turns. Entangle without firing upon that is. The Germans, aware of this will surround these entrenchments entirely with minefields and all of their heaviest units. This leaves the Aussies to deal with that with their X6 OBAs (what even are these that can be OBA but rate so low?) and strength 4 infantry.

Lastly, with FoW gamesmanship, it is still possible for the Germans to have the last move and step aside unless completely surrounded in these entrenchments and still make them go poof.

Why does this rule exist? Are the men constantly shoveling sand out to the extent that being away for 15 minutes fully fills in your trench?

The silly part is, without that rule, the balance shifts to the Aussies who can ahistorically link up their batallions in the center and hit the weak part of the German line. This seems to be the standard playthrough based on the W/L records posted here. It wouldnt be a great scenario, but it also woudlnt be a "1" that way.

But the rules are the rules. And these were specifically printed for this series of scenarios. Series I say? Thats right, this one is a combination of two (with slight changes) bad scenarios that preceded it. That awful unbalanced fight of the German HMG stacks in the entrenchments with the magician units that make entrenchments disappear? We did that twice, once for each end, already. Now we can do it once again.

Those times its a bit tougher to do the gamey thing, but no easier to actually dislodge the Germans and take the trenches.

Okay, its much more a rant than an actual AAR, but ya'll get the point. This one is a dog, just say no.

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