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
underwhelming
Author t1M0t8yk
Method Solo
Victor Soviet Union
Play Date 2022-03-24
Language English
Scenario EFDx019

The German strategy was to split up into three groups each approaching the town with some space in between. This would be done right from the starting bell to limit potential Red Army reinforcements. At the right time they'd look for an opportunity to rush the town and meet the objective of getting a formation inside. RKKA strategy was to stay in the town cover but spread out as necessary depending on how the Germans approached, and take advantage of opportunity fire to generate high odds shots at any Germans attempting to get into the town.

As it played out, I started and stopped at least three times, but every time the RKKA got three and often more additional platoons in the the first half dozen or so turns. This was not a script for German success. It's not necessarily a bad scenario. The problem is the random reinforcements too often distort the situation too much in favor of one side or the other.

PG is frustrating to me this way. The 4th edition rules are really tight. There's a good game in here! Unfortunately, AVP's scenario standards are among the most lacking in the many tactical games I've played. Once again I conclude to make the scenario more interesting one needs to implement house rules to constrain things like random reinforcement results that degrade the quality of the scenario.

Update: I played it one more time using a house rule to limit extreme reinforcement results in either direction. With this change I had a lengthy battle that went almost the distance. The Germans were able to get into the town. The Russians whacked one German step and were working on the second but lost too many of their own in the process, yielding a certain German victory at the end of turn 16. This would have merited a 3 rating - decent but nothing special. Since I only pulled this off with a balancing house rule I'll leave my original rating unchanged. However, I'll make a mental note to use similar house rules with other questionably variable reinforcements.

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