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
Victory conditions are everything
Author geofgibson
Method Solo
Victor Germany
Play Date 2023-04-12
Language English
Scenario Airb001

Having played this a few times before, I wanted to dive into Airborne again. This scenario emphasizes the need to pay attention to the victory conditions. This time, and every time before, the game doesn't go the distance. For the second time I find the Americans making significant progress, only to lose on step loss, usually after some very unlucky rolls. I've always started by using the hedges to get to the artillery and take it out. That usually goes well and it did this time. Taking the closest village was next and that's when the dice rolled the wrong way and then we're down more steps. I've had good success with close combat with the dug-in infantry, but that is likely to lose a step and this game would not allow any more loss. Reinforcements came in and an overwhelming attack was about to clear the infantry but then a bad American roll followed by a freakin' Snake Eyes by the Germans on a last-ditch attack and, guess what troopers? You lost. I've never played this long enough for the tank to show up. One side or the other gets wiped out. I had seen someone else actually use the wagon, which I'd always thought useless in this scenario, and move the big gun. It hadn't occurred to me but that's a different German strategy I may try. Overall, not bad but the American step loss issue is a big deal.

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