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
Sometimes small things come in small packages
Author Matt W
Method Solo
Victor Italy
Play Date 2010-12-29
Language English
Scenario FrRu009

The Italians start out with 2 companies and the Soviets with one (although both forces are endowed with plenty of HMG support and artillery). Each side receives one more company in reinforcements (the Italians get their elite cavalry, the Soviets get their usual infantry).

The goal for the Italians is to capture and hold a railroad embankment and keep it free of Soviet forces. As usual, with the exception of some woods and the embankment (which does block LOS) the terrain is featureless (one of the sad realities of being stationed in the Ukraine).

The Soviets set up just behind the embankment with their stronger forces in the woods and a blocking force along the road. They pop one leader up onto the embankment in able to spot for their artillery as the Italians show up. The Italians all rush to that spot and run through the dug in defenders, routing and them double demoralizing them without loss (although there were some significant morale failures. Key was the use of the cavalry reinforcements as cavalry in order to get the +2 charge benefit. They actually charged over the embankment providing me with the mental image of a cavalry charge cresting a ridge and falling onto the terrified conscripts. Under the circumstances a +2 modifier seems perfectly reasonable!

The Soviets then got some bad luck in that their reinforcements arrived early. This gave the cavalry a chance to repeat their charge on Soviet infantry advancing across a flat space. Since the Italians had a +3 on initiative at this point they were able to get the charge to go in and disrupt, demoralize and cause casualties. At that point the Soviet artillery had some say and demoralized the cavalry. At the 15th turn a large portion of both forces were demoralized leading turns to be tense in terms of who would recover first. Given the higher morale of the Italians, however, they did recover and were able to seal off the embankment from the few Soviets who were able to pull themselves together for the moment.

One tactical move of note. The Italians had assaulted one platoon of Soviet infantry and had disrupted it and its leader. They decided that their "victory" depended on leaving the hex and getting to the embankment so they left the assault hex and nearly pulled victory from the jaws of defeat had it not been for the Italian reserves who had just recovered and blocked the way.

Also of note is that the Soviets only get three leaders for twelve units (2 82mm, 3 HMG and 7 INF). This is unwieldy at best and the early loss of one of those (no doubt sabered in the first cavalry charge) severely hindered the Soviet movement later in the game.

For those who are micromanagers, this one is perfect. Each unit has a significant purpose and success or failure depends on each die roll. On the other hand, the lack of reserves is terribly unnerving and leads to periods of morale recovery where both sides race to become effective again. I give it a three although rankings will vary according to the results of those die rolls.

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