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
Stop or Delay Battle Group Stempel
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants Col. Sonichu
Play Date 2024-03-17
Language English
Scenario AAAD022

This was a fun-filled, action-packed & very lengthy 12-session play-through with the determined & hard-charging, Col. Sonichu, leading the powerful German Battle Group Strempel, and me leading the green, defenders of US Combat Command D of the 1st Armored Division. Both sides drew excellent sets of leaders. We played with the FOW, consolidation, smoke/illum, extended assault, tank riders, strategic movement and excess initiative optional rules. In addition, 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) 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, 3) Dug In Units on Slope Hexes 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, and 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 1-2) began with a massive, 3-unit German Air strike before we threw for initiative and the beginning of a quite lengthy Axis movement-to-contact from the eastern edge of Map 78. The accurate air strike was remarkably successful resulting in the elimination of most of a convoy of American troops on a road hex on Map 77 for an immediate 6-step loss, plus a Captain! The bulk of Battle Group Strempel came on the map in a broad, 3-pronged front that then morphed into a central & left flank thrust and a much lighter right flank (northern) thrust. An over eager Marder III was destroyed, as well as a platoon and half of Stuart tanks by long-range AT fire in the 2nd game turn. The end of the session saw the Americans sill in dominant positions and holding a substantial lead of 60 to 4 victory points.

Our slightly-truncated, second session (game turn 3) featured onrushing German scout elements on both flanks, coupled with strong central and left flank thrust up the main road and on the southern flank of the east-west ridge on Map 78. An exchange of accurate long-range AT fire accounted for the destruction of 3 steps of American M-3/75 tank destroyers, and a platoon of snoopy, German SK-233 armored cars. The step loss tally was now: 16 for the embattled Americans, and only 6 for the German side. The updated victory points were: 7 for the Teutonic Horde and 62 for the soon-to-be-decisively-engaged US side. The Americans threw THREE combat 7-die rolls.

Our delayed, but action-filled & great fun, third session (game turns 4-5) was a costly one for both sides & featured the loss of an additional 9 steps of American units, and an amazing 18 steps for the rapidly-advancing German side. The broad front Teutonic advance diverged into a central (strong-side) and slightly weaker, right flank attack after these thrusts completed their crossing of the central valley on Map 78. There was a mass exchange of long-range AT and artillery fire that resulted in the elimination of the last of the German armored car platoons, a pair of SPW halftracks, the captured 25-pounder howitzer, and a wayward Pz-IIIH. The Americans lost both a towed and a portee 37mm AT platoon, a section of M-3/75 tank destroyers, as well as another section of Stuart tanks as the Germans emerged from a pair of mortar-placed, smoke screens covering their advance at the valley mouth just east of the dug-in American positions on the margins of the 60-meter hill mass on Map 76. The first German, combined arms close assault began in the valley as the flanking Landsers to the south began their climb up the big hill. A single German leader was eliminated this session along with an infantry platoon as the Axis grip began tightening around the forward positions of the remaining Allied force. A combined FIVE, useless combat 7-die rolls were thrown this session.

The oft-delayed – but fun – 4th session (game turns 6-7 ) featured a set of ferocious adjacent-hex firefights as the Germans pressed forward under a 3-hex smokescreen against stubborn, dug-in American units on the margins of the large, 60-meter hill mass on Map 76. Strangely, although there were several exchanges of long-range AT fire, only single steps of German SPW halftracks and Pz-IIIH tanks were eliminated this session. The right (north) wing of the Germans onslaught diminished appreciably as their scout elements advanced behind the American front line defense and made contact with the GI’s second echelon. In the south, the combined arms German advance continued with the panzers initiating panic among a second American unit, forcing their withdrawal. In the center, short-range fire fights and an ongoing close assault continued as more and more German units closed in. Results from various artillery strikes were a mixed bag for both sides with errant OBA striking advance elements of the German tide in the center, and effective OBA targeting of a slow-moving Axis mortar company. In all, 6 steps of German units were eliminated this session, as well as an emplaced, American 37mm AT gun platoon. The victory point tally was now at: 23 for the German side, and 84 for the embattled Americans. The Americans managed to throw SIX combat 7-die rolls, saving multiple Axis units from demoralization or destruction.

Our long-delayed, 5th session (game turn 8) was a lengthy & grim one for the embattled American defenders with very little for them to cheer about. In the north, many ineffective US activations resulted in no particular gain. The extended line of German recon elements continued their westward, while an armored counter attack pinned an over-eager company of US troops in the northwestern margins of Map 78. In the center, the very strong Axis ground attack moved inexorably into decisive engagement range and two more close assaults were initiated by landser units on the lower slopes of the large 60-meter hill mass on Map 76. In the south, Axis armor and recon elements continued moving in extended order to open up additional areas for Axis OBA targeting. Total steps lost were: 35 for the surging Germans, and 30 for the US at this point. The victory point tally was now: around 30 for the German side, and still 84, for the rapidly-dwindling, American defenders. The luckless Americans managed to throw EIGHT combat 7-die rolls, saving multiple Axis units from demoralization, disruption or destruction.

The very bloody, sixth session (game turns 9-10) featured continued German motorcycle recon probes in the south & north margins of the battle map, and a very strong, combined arms, close-range, push in the center on the lower slopes of the large, 60-meter hill mass on Map 76. Amazingly lucky US armor piercing fire resulted in the elimination of several steps of Axis armor & the final unit of halftracks in the northwest and center sectors of the battle map. Fierce German close assaults on the lower slopes of the large hill mass were largely successful, though costly, but these resulted in the formation of a pair of infantry-only, 3-stacks that attracted a great deal of artillery and direct fire, which tragically fell on both sides. There was a great deal of attempted morale recovery action that was mostly completed fruitful for the attacking Germans, and less so for the embattled Americans. The steps lost tally was now: 56 for the Germans, and 39 for the US at this point. The updated victory point total was now: around 34 for the German side, and 110, for the diminished Americans. Once again the dice fates caused the Americans to throw EIGHT combat 7-die rolls, to the Germans to throw a mere 3!

Our holiday-delayed, 7th session (game turns 11-12) was another costly adjacent-hex firefights, and close assault festival of death, mostly on the eastern & southern slopes of the 60-meter hill mass in the gathering darkness. Another 4 steps of German troops and Pz-III tanks were lost as their advance stalled in those two sectors. At the same time, they successfully eliminated the last of the US troops to the east, on the east-west ridge on Map 78. Additional Wehrmacht successes included the destruction of a platoon of self-propelled howitzers and a US Major by an accurate OBA concentration that was observed by an adroit set of probing motorcycle infantry. A plucky US light tank section managed to capture a truck loaded with a mortar platoon and a leader, while another probing halftrack unit captured a second truck outfit. In all, both sides have now lost 5 platoons of infantry and 4 leaders. The step loss tally was now: 61 for the advancing German side, and 44 for the bedraggled American defenders. The victory point score at this mid-point in the scenario was: 37 for the Germans, and 117 for the Americans. The Americans suffered from FOUR combat 7-die rolls at unfortunate moments in this session.

The low visibility, but maneuver-heavy, eighth session (game turns 13-14) featured a good deal of concealed movement and the final elimination of the last US Stuart light tank unit behind enemy lines on Map 78, along with the unexpected desertion of single leaders from both sides! In addition, the first scouting Germans motorcycle infantry company & their leader was able to exit the west edge of the battle map, boosting the Axis victory point tally. The darkness of night reduced visibility to only a single hex, and the oncoming German wave began flanking the remaining American troops on the 60-meter hill mass. The next-to-the-last unit of panzers was eliminated by close assault on the southern flank of the big hill. Scrambling GIs and AFVs were able to reclaim several hill slopes hexes that had previously been occupied by the Germans. Updated step losses totaled: 63 for the German side, and 47 for the depleted Americans. The victory points were: 44 for the Axis, and 120 for the US side.

Our dark-of-night, but exciting, ninth session (game turns 15-17) featured a substantial amount of strategic movement by the Germans, as well as the launch of and multiple star shells by both sides. Highlights included: 1) some very aggressive scouting by Jerry motorcycle infantry to set up OBA concentrations on the American SP & towed batteries located on the 40-meter hill mass in the southeast quadrant of Map 77, 2) the elimination of the penultimate Pz-IIIJ tank step, and 3) the final demise of the last platoon of demoralized GIs on the easternmost slope of large 60-meter hill mass on Map 76. The step loss tally for the German side increased by 4, and the Americans lost 2 more and an additional leader. The updated victory point totals were now: 128 for the embattled GIs, and 49 for the Jerries.

The nighttime – very costly – 10th session (game turns 18-20 ) featured multiple, very bloody close assaults and adjacent-hex firefights as the two sides contended for the upper slopes of the large 60-meter hill mass. The step loss tally climbed quickly as another 11 American steps fell to the advancing Germans. Axis step losses for the session were limited to just five. The Landser infantry pushed forward slowly in 3 separate prongs in the center and both flanks of the 4-meter contour line. Overeager, US AFVs attempted to counter attack on both the south & north sides, but at significant cost in terms of armor steps. The updated victory points were now: 122 for the embattled GIs, and 59 for the Jerries, with only five game turns remaining.

Our costly 11th session (game turns 21-22) featured 5 separate close assaults and some unexpectedly accurate American artillery strikes. The Germans were in decisive range in 3 adjacent sectors of the 60-meter hill mass seeking to strengthen their grip on key positions within the 40-meter contour line in the south, east and north margins of the embattled hill. The strong Jerry frontal attack on the eastern margin was successful, with an entire platoon of GIs being eliminated in a cold steel & grenade, close assault. In the south, the American counterattack succeeded in holding on in both assault hexes, and inflicted just enough casualties to keep things roughly even. In the north portion of the large hill mass, the landsers were barely-held in place by the ragged GI defenders who were now mostly in the open on the slopes and out of their original dug-in positions. An illuminated, artillery strike eliminated 3 steps and an excellent combat leader from a victorious 3-stack of German shock troops. This momentarily collapsed the attack in the eastern sector of the overall frontal attack. Previous American leader losses were now causing confusion and delaying morale recovery in multiple contested hexes. Feeble US armored probes failed to distract the German focus on the big hill, while renewed activity by German recon elements using strategic movement resulted in the seizure of the hilltop portion of one of the two smaller hills north of the big hill on map 76. Updated victory points were now around: 119 for the embattled GIs, and 69 for the attacking Germans. The final decision in this hard-fought, battle was still very much in doubt . . .

The exciting final session (game turns 23-25) featured a great deal of maneuver in the dark, 5 stubbornly contested close assaults on the 60-meter hill mass, as well as some unexpectedly accurate OBA against illuminated targets. The terminal German surges on the 20-meter margins of the big hill were held off by the embattled GIs, mostly by dint of very hard fighting and excellent artillery support. Probing German motorcycle infantry were able to take several 40-meter hilltops in the northern half of the battle map. In all, there were 17 FOW-shortened turns, which in effect, materially benefited the American defenders. Total step losses in the scenario were 63 for the Americans, and 70 for the German side. This, and the various controlled hilltops resulted in a final victory point tally of: 117 for the US force and 74 for the Germans. An unexpected major American victory stopping the onslaught of Battle Group Strempel in a scenario that we started playing in July 2023 - 8 Months!

This was a longish, but well-designed and fun-to-play scenario that we agreed rates an enthusiastic 4 of 5! While it is, somewhat unbalanced in favor of the German attackers, an experienced and opportunistic US player can do a great deal to even the odds with a decent, initial setup, luck in the leader draw, and opportunistic counter attacks with the limited reserves that are available. Nevertheless, this scenario is a much harder pull for the Allied player. We recommend it for both, SOLO & SHARED play with many opportunities for large-scale, maneuver in relatively-open, desert terrain. The 4 house rules we utilized, added significantly to ease of play and much better observation in this day-and-night encounter.

1 Comment
2024-03-19 22:33

Unfortunately, playing me means many postponed games; part of my strategy in delaying the actions of my opponent and hoping they forget the main thrust of their battle plan. No such luck against Tread!

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