Panzer Grenadier Battles on April 1st:
An Army at Dawn 2nd Ed #40 - April Fools' Battle DAK '44 #4 - Night Raid
Afrika 1944 #1 - Beaches of Radazul Dragon Rampant #3 - Hilltop Village at Takrouna
Afrika Korps #34 - Pursuit of 2nd Armored Dragon Rampant #4 - Tank Battle at Enfidaville
Blackshirt Division #7 - On the Attack Dragon Rampant #5 - On the Djebel el Srafi
The Last Horse Soldier #1 - Horses in Tunisia Grossdeutschland 1946 #5 - Over the River
The Last Horse Soldier #2 - Rough Country Hopeless, But Not Serious #14 - Defenders of the Republic
Divisione Corazzata #6 - Roll Over Togliatti River Battleships #1 - Admiral Horthy’s Navy
DAK '44 #1 - Opening Moves River Battleships #2 - A Hungarian River Fleet
DAK '44 #2 - Armored Thrust River Battleships #3 - Iron Gates
DAK '44 #3 - Piecestrike Secret Weapons #1 - Flight of the Valkyries
Press On in Good Order & Secure the Road Net - NOT!
Author treadasaurusrex (United States)
Method VASSAL
Victor Germany
Participants Grognard Gunny (AAR)
Play Date 2024-07-10
Language English
Scenario DrnT001

This was an action-packed, 3-session play-through with the cunning and resolute, Grognard Gunny, leading German elements of the 116th Panzer Division tasked with defending a road network in an area of hills & light woods near Aachen. I played offense with the American side, with a task force consisting of elements of the Big Red One. Both sides drew decent sets of leaders, and we used the defense-favoring FOW, as well as the smoke optional rule. In addition, we used this house rule: 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.

The first session (game turns 1-3) featured the long column of GIs moving straight north up the central road and immediately into combat range, while under direct fire. A section of US infantry was eliminated in an opfire firefight on the road in the first game turn, and a similar loss was suffered by the German defenders in a close assault in Hex 25-0704 during the 3rd game turn. In a completely unexpected move, the German garrison of the entrenchment in hex 25-0804 evacuated the position and headed to the northeast, as the GIs boldly moved uphill and into decisive range on the 40-meter hill mass.

Our second session (game turns 4-8) featured multiple adjacent-hex firefights and a single close assault as the GIs continued advancing north and liberated the 40-meter hill mass on the right flank, while also moving a company on the left to establish control over a few more road hexes. The struggling defenders lost an additional 6 steps and a leader as my wily opponent began a tactical withdrawal – under covering mortar & OBA fire – to the north and east along the road net.

The frustrating, third session (game turns 9-12) started well for the advancing American side, but quickly turned into a slogging match along the road net as the GIs tried to lever the German defenders out of their remaining dug-in positions. My opponent’s clever maneuver scheme, both held up the doughs near the critical 4-way road junction for 5 game turns, and also spread out the balance of the Germans in less accessible portions of the road net. In the end, the GIs were unsuccessful as there was still a single, good order, Jerry platoon dug-in on the eastern stretch of the road! The final step loss totals were: 10 for the German side, and just 2 for the stymied Americans. As often happens, this exciting encounter one came down to the last turn. There were 5 FOW-shortened turn in the 12 played.

This gamey scenario favored the German defenders who only had to delay & attrit the advancing Americans, while holding on in a single road hex. It was fun to play, but as published, it is not likely winnable by the US side. I recommend it for SOLO play only, and give it a rating of 3 in shared play.

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