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
The Toughest of Draws
Author treadasaurusrex (Spain)
Method VASSAL
Victor Draw
Participants Miguelibal
Play Date 2023-01-30
Language English
Scenario BluD013

This was an extended, 6-session holiday season, play-through with the indomitable, Miguelibal, capably but unhappily (he lost the coin toss), playing the Soviet side in this infantry-heavy, bitter slugfest in the gloomy woods. There is no armor on either side of this debacle, so I was sentenced to more armor-deficit, penance, and led the outnumbered -- and darn near outfought -- scratch, and overextended Spanish side, mostly on defense. We used the FOW, excess initiative, consolidation and smoke/illum optional rules. If we had also used the strategic movement rule, the Russians would have won this match in a rush to the south regardless of the step losses. The Spanish drew far better leaders than the Reds in this one. By the end, there were 9 FOW-shortened game turns, that helped secure the overall Spanish success in defending the towns. We combined to through 23 combat 7-die rolls (16 by the Russians side) in 26 turns played.

The Spanish enter the battle map from the south and the Red Army from the north in the dark. Critical ground is gained by both sides, but the Soviets begin to flank the Spanish advance positions, before solid contact is achieved. The Spanish begin to establish semi-supporting, defensive positions in the woods and other critical terrain. Their only hope is to delay the onrushing Soviets and inflict as many casualties as possible, without being cutoff and bypassed. Lack of visibility means that nearly all the early fighting is close range in nature, and timing the Spanish tactical withdrawals so they the defenders do not become entangled in lengthy close assaults becomes a very important factor, as Soviet OBA and mortar support is sometimes very accurate and deadly in the wooded hexes were the Spanish are lurking. The Spanish line holds in the center and on the left flank, but begins to give way on the right around game turn 6, as the Soviets seek to circle around & bypass the towns. Counter battery fire against the Red mortars is successful, as are several close range firefights initiated by limited Spanish probes in the woods.

Unexpectedly, the Soviet onslaught begins to veer to the right (west) to more heavily engage the Spanish center and left as visibility slowly improves. The Spanish mortars are able to stay just far enough back to cover the several tactical withdrawals in the center and left. Before dawn the Spanish have lost 3 steps and the Soviets have already seen the end of 11 steps of their godless horde. A senior leader decapitation occurs as dawn breaks when the Soviet Commander is eliminated, which causes a great deal of chaos and havoc among the Soviets for multiple turns, leading to disorganized close assaults, and some misdirected friendly OBA that eliminates another Soviet leader. Repeated close assaults result in more casualties for both sides in the west and center, as the Soviets leave the, Spanish-held towns in their rear. At this point a number of Soviets units are streaming toward the south edge of the map, but the Reds have only inflicted 7 Spanish step losses. Suddenly, a change of heart occurs, and the Soviets closest to the map edge reverse course and head for the closest Spanish garrisons. A series of costly 1-hex adjacent fire fights ensue that are mostly won by the Spanish garrisons, now supported by their mortars from new positions deeper in the woods. By the end of turn 21, so many Soviet platoons are demoralized, or disrupted that the few remain Red leaders are not able to keep the bulk of their troops headed in the right direction. Still, additional Russians platoons are able to exit the map, but far fewer than requires as their step losses now total 23 and 5 leaders. The Spanish still hold the towns, although they have now lost nine steps. Unexpectedly as it turns out, no further Spanish steps are lost but 1 more of there leaders are. With no possibility of victory for either side, we mutually agree to a very hard-fought, draw at the end of game turn 26.

I give this -- historically accurate, conflict simulation -- but flawed & unbalanced scenario a very generous 3. It was far too long at 30 turns and I cannot see the Spanish side prevailing in this one as published. This is not a true movement-to-contact scenario as billed, it must be played as a Spanish defense in depth with virtually no regard for casualties, to even hope for a draw! While it was fun to play with a bold and clever opponent, it should be labeled as suitable for SOLO play only. The victory conditions are in desperate need of a rewrite. We fought to a miserable draw, but it was very hard to even manage that as the Spanish side. Were it not for more than a little die rolling luck, better leaders, some timely tactical withdrawals, and minimizing Spanish counter attacks, the Spanish would have been completely annihilated by around game turn 23.

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