Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Leyte '44 #29 - Thanksgiving Day
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr 2 #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") Panzer Lehr #24 - Plug the Hole
Desert Rats #24 - Hill 175 South Africa's War #7 - Rear Echelon
Dragon’s Teeth #33 - Chickenshit Regulations South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
Most Ineffective Cavalry Charges Ever!
Author scrane
Method Solo
Victor Draw
Play Date 2010-11-03
Language English
Scenario RtBr004

"Cavalry Reborn" is an interesting scenario, but one that is a real challenge for the Germans to win. The problem is how to exit roughly half your force, AFTER having eliminated 6 steps of a numerically equal but morale- and firepower-advantaged Soviet Guards force WHILE still preventing them from controlling three widely-spaced towns after 20 turns.

My initial strategies were as follows: the German plan was to swing about 3/4 of their cavalry force in a wide flanking move to the south around a 40m hill, with the goal to position themselves both for a flank or rear attack on Soviets moving in the open and for a quick exit from the board. The remainder of the cavalry plus a company of HMGs and some mortars were to screen and hold the rest of the board to slow or stop a Soviet advance toward the westernmost town.

The Soviet strategy was to quickly occupy the easternmost towns with two companies, place their mortar company on the 40m hill, and send a probing company forward to try to take the westernmost town.

In the first hour of battle, the Soviets recognized the large cavalry flanking force and sent a detachment of inf and hmg from their eastern towns force to shoot them up. The German cavalry outpaced the Soviets and split their force, one half to circle the 40m hill and hit the mortar position while the other half attacked the Soviet response force. The mortar attack was an abysmal failure, inflicting no harm. While the 81mm units calmly retreated from the assault, the 120mm bravely sacrificed itself to buy time for more Soviets from the towns to come to their aid. The other half of the cavalry force was reasonably successful in inflicting some step losses while miraculously avoiding any negative effects.

In the north, the Soviet probing force was hunted down by a weak squadron of German cavalry, whose charge again failed to do any damage at all. One platoon of Soviet inf managed to enter the western town while another platoon held the cavalry at bay.

In the center, German HMGs gunned down a platoon of Soviet infantry that was challenging them in the open. This was enough to satisfy the German's VC for step losses, so now the game became one of disengaging enough German units to exit 10 steps. The cavalry squadron that attacked the mortars was wiped out to a man in a counterattack, but a brilliant disengagement and delaying action by the other squadron saw enough steps exit to satisfy the conditions for a major German victory.

However, with six turns remaining, there weren't enough German effectives remaining to challenge the Soviet occupation of any towns, so they satisfied their major victory conditions as well, resulting in a draw.

This is an interesting puzzle for the Germans. Perhaps occupying the westernmost town with all but 10 steps of cavalry is the best plan. The Soviets have to come after you in the town, and if you can keep your exit force out of harms way, then you just have to hope that the Soviets lose 6 steps in trying (and failing) to take the western town. It is just very hard for me not to want to charge all over the place with cavalry!

0 Comments
You must be a registered member and logged-in to post a comment.
Page generated in 0.045 seconds.