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
Shoot up the Glider Troops and Hold the Airfield!
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants CavDo
Play Date 2024-09-02
Language English
Scenario NiSi009

This was hard-fought, relatively-balanced, 5-session play-through with CavDo leading the attacking Japanese paras in his usual audacious manner. I had the US force in defensive positions surrounding - and on - the critical airfield. We used the FOW, excess initiative, consolidation and extended assault optional rules. We also used 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, 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, as well as game simplicity.

The Emperor's paras and glider men went directly to their bold & glorious deaths by landing in the immediate vicinity of, and on the airfield. Yes, it was very brave & suicidal, but being so unexpected it cause no small amount of confusion and havoc for both sides on the airhead. The first American leader was eliminated during the 4th game turn which added to the problems facing the defenders, that thankfully was mitigated a bit by the chaotic Japanese landing and assembly effort. The demonic Axis AT gun unit was eliminated on landing as were a pair of pair of parachute infantry steps in heavy fighting. The battle was mostly an attritional one after the 6th game turn as the Japanese slowly ran out of troops & leaders due to a large number of adjacent-hex firefights, and close assaults. The Emperor's men lost the hand dealt them when the senior leader was eliminated in the 11th game turn. Multiple US counter attacks, in growing strength, were mounted as the game wore on. These slowly threw back the paras, and created a great deal of demoralization.

All in all this was a fun and relatively fast & furious scenario that was about 4 game turns too long. I give this one a 4, and recommend it for both SOLO & SHARED play.

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