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
Victory Conditions are Flawed
Author Tubac52 (Soviet Union)
Method Face to Face
Victor Draw
Participants treadasaurusrex
Play Date 2022-05-08
Language English
Scenario PaGr012

This was a supposed to be an introductory lesson in how to play Panzergrenadier. It turned into a bloody fight for town hexes that was too long to play comfortably over 4 evening get togethers. We decided on a draw when both sides were nearly running out of troops at the end of turn 18: although a draw is not allowed by the written instructions for this "all or nothing" game. We used the smoke, excess initiative and Fog of War rule which helped my side as the Russian player, but this ended 7 of our turns before either of us were ready.

I give this one a 3 because I learned how Soviet Commissars and armored trains work in the game, and had fun doing it with a knowledgeable and more experienced friend to show me how. But really, it deserves a lower rating because either side should have the possibility of a drawn game. There are not enough German units provided for the Axis to win IMHO. That side is handicapped by having to take every single town hex on Map 33. That may be what really happened, but when we played it, there were very few Soviets left by the end of turn 16, so I was happy to offer a drawn game.

0 Comments
You must be a registered member and logged-in to post a comment.
Page generated in 0.14 seconds.