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
Try to Clear the Road & Take the Town, Major!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Poland
Participants Schoenwulf
Play Date 2024-06-12
Language English
Scenario DelP011

This was a disappointing, 4-session play-through with the wily & resolute, Schoenwulf, commanding elements of the defending Polish 9th Infantry Division. I managed attacking elements the German 3rd Panzer Division in what turned out to be a truncated, gamey slugfest. We unfortunately used the awful FOW, as well as the strategic movement, extended assault, hidden units, smoke/illum, consolidation and excess initiative optional rules. We also utilized these two 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. Visibility was preset at only 2 hexes.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. Ironically, the Germans drew a fine set of leaders, the attacking Poles not so much. Apart from the FOW rule, this set made for an exciting and simpler play-through

The, very gamey, initial session (game turns 1-8) featured an armored, German reconnaissance in force that was required to stay on the east-west road until taking a step loss in combat. So, a long column of German light tank platoons charged straight east down the road. It wasn’t long before a Pz-II unit was halved in Hex 5-1109 by Polish AT fire during the first game turn. At that point, swarming Jerry tanks quickly dispensed with the evil, dug-in AT gun platoon, but at the cost of another pair of Pz-II steps lost in a close assault, during the second game turn. Scrambling tank units moved rapidly in several directions seeking to locate defending Polish units on Map 4, in and around the 7-hex town of Gostycyn and adjacent woods. Other highlights included the elimination of a dug-in Polish mortar platoon, also by close assault and the loss of an additional step of overeager, Pz-II light tanks in the 3-hex woods on Map 5. Substantial German reinforcements were delayed the last 2 turns in this session. FIVE combat 7-die rolls were thrown, and the victory point tally was: 6 for the Poles, and only 2 for the Germans.

Our slightly delayed, second session (game turns 9-11) featured a frustrating - Jerry armor vs. Polish infantry - close assault in the woods on the northwest corner of Map 5, as well as the reinforcing Landser column arriving in trucks from the west edge of the battle map. Maneuvering German light tanks and infantry exposed themselves to potential AT emplacements north & west of Gostycyn, and found none. Probing German infantry established a 2-hex foothold on the west margin of Gostycyn as time expired with no additional losses except a Polish leader captured during Game turn 10.

The costly, third session (game turns 12-15) featured multiple, adjacent-hex firefights & urban close assaults amidst a virtual hailstorm of EIGHT combat 7-die rolls, and many other miserable, morale recovery & combat throws! The Jerry foothold in Gostycyn increased by an additional town hex at the cost of a junior leader. Step losses were now, 8 for the invading Germans and 6 for the Polish defenders. Combat in the far northwest corner of the battle map finally ended leaving an assortment of demoralized & disrupted German armor at the end of game turn 13. Both sides suffered initiative levels decreases, but the Poles continued to control the initiative rolls throughout this session.

Our frustrating fourth session (game turns 16-20) started with mass Polish morale recovery efforts and the slow tactical withdrawal making the Germans pay for every town hex. The dogged Poles managed to achieve a hard-fought minor victory by holding on in the center of Gostycyn and gamily moving into 3 road hexes on the very last turn! Final step losses were: 13 for the Poles and 11 for the Germans. The Germans threw FIVE combat-7 die rolls that contributed directly to their loss in this miserable scenario.

IMHO, this very gamey scenario merits a rating of 1 – and is most suitable for SOLO play. There were a total of 10 FOW-shortened game turns of the 18 played! This factor really helped the Polish defense.

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