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
Hold Bordj Toum until Relieved!
Author treadasaurusrex (United States)
Method VASSAL
Victor Germany
Participants Daedalus
Play Date 2023-01-26
Language English
Scenario AAAD009

This was a 6-session play-through with the indefatigable, careful and cunning, Daedalus, as the attacking German Commander of a combined arms battle group from the 10th Panzer Division. I led a defending scratch task force consisting of untried elements of Combat Command B of the 1st Armored Division that were assigned to try and hold ground in the immediate vicinity of the 3-hex town of Bordj Toum. We played with the FOW, smoke, extended assault, tank riders and excess initiative optional rules. We experimentally used the following four house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units 2) Standard Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up or down slopes hexes. 3) Dug In Units are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on hill, slope or wadi & gully hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they fire or move. 4) Tank Leader Forward Observation Efficient tank leaders (full strength only) may spot for ALL artillery & air strikes in accordance with the normal spotting rules (8.0, page 19). Just as in the case of leader units spotting, this action does not require an activation. Nonefficient tank leaders may also attempt to spot for ON BOARD ARTILLERY ONLY by throwing a single die per attempt to spot a target. This action does require an activation. They spot the intended target on a die roll of 4-6.

The initial session (game turns 1-4) featured a large-scale, two-pronged, German movement-to-contact from the east edge of the battle map. The northernmost (weak-side) German probe turned out to be a feint that was supported by a motorcycle company on a scouting mission on the major east-west ridge on Map 78. The main (strong-side) German movement-to-contact came straight down the central road, aimed at the several weakly-held US positions on the adjacent 20-meter hill in the SW quadrant of Map 78. By the end of the session, there were only 2 Axis step losses, and none for the defending Americans. A combined FIVE, futile combat 7-die rolls were thrown.

The second session (game turns 5-6) was a nightmarish one for the outnumbered, defending American force. Two halftrack platoons, a SPM 81mm platoon, and a platoon of Lee tanks were eliminated by accurate, long-range Germans AT fire. A platoon of German Pz-II light tanks and a platoon of motorcycle scouts were also eliminated as the Axis force closed to decisive range on the 20-meter hill south of & adjacent to the road on Map 78. Only a single dug-in American infantry platoon remained on the north margin of that shell-torn piece of terrain. Step losses now totaled 10 for the US, and 8 for the German side at the end of game turn 6. No victory points had yet been scored by either side. The Americans threw FOUR, utterly futile combat 7-die rolls – all in crucial combat circumstances!

The 3rd session (game turns 7-11) was another grim one for the rapidly diminishing American force, with the loss of an additional 5 steps and a concurrent decline in initiative level. The remaining “speed bump” defensive positions on the 20-meter hills east 7 southeast of Bordj Toum were taken by the Landsers by close assault. The left flank German armor continued its wide sweep to the west – across the southern half of Map 79. These tanks scared off the remaining American forward observer from atop the 40-meter hill, who fled north to the comparative safety of the Bordj Toum. The German armored spearhead was now within easy reach of the west map edge. Total steps lost were now 16 for the US, and 8 for the German side at the end of game turn 11. The infantry-heavy central German prong was now concentrating on the 20-meter hill south of Bordj Toum. Across the valley, the German right flank prong’s Landser and motorcycle infantry was accumulating on the west edge of the east-west ridge on Map 78.

The fourth session (game turns 12-15) featured a continuing litany of death & disaster for the much-reduced American garrison in, and around, Bordj Toum. The clever Germans began circling Bordj Toum with their armored spearhead west of the town, neatly avoiding AT crossfire shots and eliminating the final American Tank Destroyer platoon in the town. Following their tanks, the Landser infantry also circled west to begin setting up an eventual rush to take the town from the west. During this session, a further 6 steps were lost by the US and 4 steps were lost by the Germans. A combined FIVE combat 7-die rolls were thrown – 4 by the US side! The updated casualty count was 12 steps lost by the Germans and 23 by the greatly-diminished Americans.

The fifth session (game turns 16-20) was an extremely grim episode for the defending Americans who lost an additional 12 steps to accurate, long-range AT fire, heavy bombardments, and in close assault combat. The besieging Germans slowly strangled the remaining US defenders in Bordj Toum, by creating two, west margin contested hexes of the three town hexes by close assault. The German left flank force finally became decisively engaged in a series of fire fights immediately east of Bordj Toum. The updated casualty count was now 17 steps lost by the Germans, and a whopping 35 by the almost-depleted US side.

The 6th and final session (game turns 21-22) featured incredibly bad die rolling for the defending Americans as they were overwhelmed in Bordj Toum. The only good news for the US side was that the sole remaining Lee tank platoon was able to occupy a single road hex east of the town. The result was a minor American victory in this unbalanced scenario. The final step loss count was 40 lost for the Americans and only 17 lost for the victorious Afrika Korps. In the end, there were 9 FOW-shortened turns, out of the 22 played.

I give this one a 2, mostly because it was fun to play with the mighty, Daedalus.

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