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
Liberate Rebaou and Push West, Colonel!
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants bugmaster@aol.com
Play Date 2023-04-22
Language English
Scenario AAAD020

This was a 6-session play-through with the determined & resolute, bugmaster, leading elements of the well-dug-in, German 21st Panzer Division in the wilds of Northern Tunisia. I led the green but brave attacking Combat Command A of the US 1st Armored Division. We used FOW, smoke/illum, extended assault, excess initiative, consolidation, strategic movement optional rules. We also experimentally used the following three 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) Standardized 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, and 3) Dug In Units in Hill Slopes are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on slope 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 are marked with a spotted marker, see 8.22.

The initial session (game turns 1-3) featured the beginning of a very lengthy 2-pronged American movement-to-contact from the northeast & southeast margins of Map 79. The Afrika Korps drew first blood when both American M-6 AT portees units were hit by accurate German long-range fire, however, the 3-hex town of Rebaou was liberated by the Americans during the 2nd turn. The left flank US column managed to establish themselves on the east margins and summit of the southernmost 40-meter hill mass on Map 79. The American northern (right flank) column ensconced themselves in the northeast wadi on the same map board. The Germans lost no steps, while the Americans lost 2 in this session. The victory point count was 61 for the Germans and 9 for the advancing Americans.

The second session (game turns 4-5) saw the closing of the American advance in the north (right flank) with the German forward positions, in spite of growing casualties and some remarkable ineffective AT fire that included 5 platoons of US tanks firing at a single target in a crossfire situation without achieving a single hit! German reserves began migrating north in response to the US armored spearhead, and the accompanying infantry advance on this end of the battle. In the south (left flank), the Americans consolidated on the 40-meter hill mass and continued accurate mortar fire on the few visible German mortar positions, resulting in the destruction of a pair of 81mm mortar units. In all, the Germans lost 3 steps, while the Americans lost 6 more in this session. By the end, the victory point count was 58 for the Germans and a measly 15 for the advancing Americans.

The third session (game turn 6) was a rather grim one for both sides with the bulk of the fierce fighting in the north where significant AFV losses for the Americans occurred. Continuing German resistance on the north & eastern margins of the 60-meter hill slowed the American attack. Highlights included multiple AT fire successes against American M-3/75 SPAT units and 2 additional halftrack platoons for the Germans in the north, but at a cost of two platoons of panzers. An American extended assault was successfully stymied by the Germans, slowing the US armored spearhead. In the south, the US side continued its slow approach and finished securing the southernmost hill mass on Map 79. Step losses for both sides accumulated quickly during this game turn, and the new totals were: 17 for the Americans and 12 for the German side. The revised victory point tally was 67 for the Germans and 30 for the advancing Americans.

The much-delayed, fourth session (first part of game turn 7) we lost the VASSAL server during the 3rd US activation) featured an AT gun fight in the north (right flank) American advance. A platoon of German Marder III SPAT guns were eliminated as well as a step of Pz-IIIn tanks. The Yanks began surrounding the understrength German infantry on the 40-meter, rocky ground position, and were able to pass armored units through 4 more hexes on that contour line to the west. When we lost contact, the step loss totals were: 18 for the Afrika Korps, and still 17 for the US side. The revised victory point tally was: 63 for the German defenders, and 36 for the advancing Americans.

The fifth session (second half of game turn 7 and turns 8-9) featured a great deal of costly fighting on the northern hill mass on Map 76 as the advancing Americans drew into closer range. Steps lost increased to 22 for the US side, and 30 for the defending Germans. A number of those lost were key elements of the 21st Panzer’s defensive network including yet another platoon of Pz-IIIj and two more units of AT guns. During turn 9, multiple, combined arms close assaults began in several areas of the northern and eastern portions of the hill mass. American long range AT shots began to tell against Axis transport elements and the first US unit exited the west edge of the battle map. By the end, the victory point tally was a near-draw with: 58 for the Americans, and 56 for the Tyskers (the Germans, in Danish). Remarkably, only two combat 7-die rolls were thrown this session, but a combined EIGHT, snake-eye dies were thrown.

The sixth, and final, session (game turn 10-12 ) was a very exciting and action-packed session that ended rather suddenly with the Germans (Tysker) side graciously conceding a major US victory at the start of the 12th game turn, with a final score of: 40 for the Germans and 84 for the US side. However, this was a very hard fought scenario! For example, one close assault on the northern hill mass was not finally resolved in favor of the Americans for a full 9 game turns! Highlights from this session includes very high casualty rates from close assaults, deadly artillery strikes and multiple, adjacent-hex fire fights. Final step loses were 40 for the defending Germans, and 28 for the victorious Americans. Of these, 10 were lost by the 21st Panzer, and 6 by the surging Americans in this session.

Happily, there were only 5 FOW-shortened turns in our playthrough.

I give this fun-to-play scenario an enthusiastic rating of: 5. IMHO, it is suitable & recommended for both SOLO and SHARED play.

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