Panzer Grenadier Battles on October 31st:
Go for Broke 2 #6 - Ciorland Red & White #20 - Northern Pincer
Go for Broke 3 #6 - Ciorland Leyte '44 #9 - Drive for Carigara
Go for Broke #6 - Ciorland
Take the Bridge & Control the Road, Colonel!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants NBGB
Play Date 2024-06-11
Language English
Scenario DelP021

This was a wildly-fun & exciting 8-session play-through play-through with the redoubtable & calculating, NBGB, commanding elements of Poland’s newly-mobilized, 28th Infantry Division, on the defensive and moving-to-contact from the East. I led combined arms elements of the attacking German 1st Light also moving-to contact, but from the west. The Germans had a trio of objectives: 1) seize & holding a key bridge across the Warta River, 2) inflict more casualties than are sustained, and 3)control the east-west road.

We made minimal use of the FOW (beginning on game turn 18), but did utilize the consolidation, extended assault, smoke/illum, strategic movement and excess initiative optional rules. Both sides drew middling sets of leaders, with the Germans having an advantage with more morale modifiers. In addition, we used these 2 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, and 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, across, or down slopes hexes. These house rules improved both sides’ mobility and added to our enjoyment.

The initial session (game turns 1-3) featured opposing movements-to- contact from either side of the battle map, with the light tanks & Landsers of the Reich moving a faster & seizing the vital bridge across the Warta on Map 3. Axis troops came on in two wings, a weaker one on the left (north), and the combined arms, main effort down the east-west road in the center. Highlights included the destruction of a probing German Pz-38T tank platoon by close assault on the NW margin of the south woods on Map 3, as well as a pair of unexpectedly lucky Axis OBA concentrations that eliminated a fiendish 37mm AT gun platoon and an HMG platoon caught in the open on the road. At session’s end, both the victory points & step loss tallies were tied at 4 apiece. Both sides suffered a one level reduction in initiative on this third day of World War 2, and the stage was set for a brutal series of adjacent-hex firefights and close assaults as the surging Germans pushed across the Warta River in battalion-strength.

Our action-packed, second session (game turns 4-6) was a grim one for the attacking German horde with another 7 steps lost – plus a leader – to only 3 casualties for the defending Poles. Highlights included: multiple adjacent-hex firefights & 4 combined-arms close assaults in the central portion of the map along the road. The Axis only prevailed in one close assault. There were some exceptional Polish OBA concentrations that resulted in the elimination of an entire platoon of Landser infantry. Misdirected Polish artillery accidentally eliminated half of a friendly infantry platoon during the 6th game turn. The left flank wave of German units finally reached the Warta and slowly began Pioneer-assisted crossing operations. Both sides had decent luck in morale recovery efforts and a combined FOUR combat 7-die rolls were thrown this session. No addition Polish troops entered the map this session.

The fast-paced & costly, third session (game turns 7-8) featured both sides coming into decisive engagement range and a series of adjacent-hex firefights & close assaults. Highlights of the fierce fighting included: an armored German right flank lunge at the emplaced Polish batteries behind the south forest on Map 3; the delayed, slow-motion crossing of the Warta by the left flank German pincer; and four simultaneous close assaults on the NW margin of the forest, and on the main road. Four Polish steps were lost, and an additional two platoons of Landser were eliminated, as the Poles rapidly deployed a second battalion from their off-board reserve. The revised step loss tally was now: 11 & 2 leaders for Poland, and 10 & 1 leader for the attacking Germans, resulting in initiative level reductions for both sides. Between us, a total of NINE combat 7-die rolls were thrown this session.

Our very costly, but fun-to-play, fourth session (game turns 9-10) featured the loss of a combined 21 combat unit steps in ferocious fighting! Overall step losses this session were: 21 for the Poles and 17 for the invading Jerries. This caused both sides’ initiative to plunge to zero as the momentum slowly began to shift to the Poles. An entire German company of infantry had now been lost trying to push the Polish force back down the road and into the south woods. The last of the Landser infantry finally crossed the Warta north of the bridge. Vigorous Polish counter attacks in the south woods resulted in the halving of a pair of German tank platoons as the dogged Poles slowly traded ground for better positions on the center and southeast margins of Map 3. Temporarily, the Third Reich could claim a minor victory had the game prematurely terminated at the end of this session. This was not to be case for very long . . .

The bloody, fifth session (game turns 11-12) featured fierce fighting and mounting step losses for both sides. In all, another 14 steps, plus a Polish leader were eliminated The now-trudging German advance continued in the face of dogged resistance, as the defenders consolidated a new defensive line. The Poles had the initiative on both of this session’s game turns, which helped their tactical withdrawals & consolidation effort. This redeployment was enhanced by some excellent morale recovery die rolls, and the virtual collapse of the German central thrust adjacent to the south woods. The overall step loss tally was now: 27 for the Polish defenders and 23 for the Third Reich. A minor Polish victory was now coming into focus as the defenders reduced their perimeter and concentrated their firepower on a narrower front. A combined SEVEN combat 7-die rolls were thrown this session.

Our close-assault-heavy, sixth session (game turns 13-14) was focused on the continued, German advance to the east, as well as multiple-adjacent hex firefights on the road, and the nearby forest. Step losses this session were: 8 for the embattled Poles, plus a leader; and another 3 for the Teutonic horde. The Polish side lost a pair of mortar platoons and another 37mm AT gun unit to adjacent-hex fire, and accurate OBA, respectively. By session end, the total casualties, were 26 steps lost for the Third Reich and 35 for Poland. At this moment – nearing the mid-point in this long scenario – the possibility of a draw began to emerge – considering the heavy casualties among the German’s crucial infantry force (4 complete platoons, plus an HMG unit in the graveyard, so far) and the unexpectedly high number of Polish losses this session. The Teutonic horde made a brilliant multi-hex, combined arms attack in the woods that might be the game winner. By dint of great positioning and judicious use of multi-hex activation & maximizing the firepower table to squeeze out every bit of firepower, the defenders in the woods were torn to shreds. That’s how you play this game! Only a combined FOUR combat 7-die rolls were thrown this time.

The costly, seventh session (game turns 15-16) was a very grim one for the defending Poles as revealed by the updated step loss tally of: 44 for the Polish force, and 28 for the German side. Fierce fighting continued in 5 close assault hexes as the Jerry vice tightened in the vicinity of the road and further constricting the Poles adjacent to the east edge of the forest. Two additional steps of Pz-II light tanks were lost in the dense forest to close-range Polish AT fire, while other close assaults and adjacent-hex firefights raged on the north margin of the woods. By the end of the session, there were 14 Polish infantry platoons in the graveyard, along with 3 HMG & three 81mm Mortar units. Regrettably, the Polish side threw THREE combat 7-die rolls this time around.

During the eighth session (game turns 17) we encountered significant online & module-related issues. By mutual agreement we decided to call the game and declare a German minor victory since they were in control of the bridge and had inflicted significantly more casualties that they has sustained.

This was an over-long scenario that probably this should not be more than 23-25 turns in length. It was also a relatively gamey scenario, although suitable for both SOLO & SHARED play. I give it an enthusiastic rating of 4, and would have scored it as a 5, but for the excessive gaminess of the victory conditions that basically eliminate the possibility of major victory for either side.

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