Hold Pichon at All Costs! | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
This was a 4-session play-through with the undaunted & determined, goosebrown, leading attacking elements of the reinforced, II Battalion/47th Panzer Grenadier Regiment in the vicinity of Pichon. I led a defending scratch force of elements of the French Light Mechanized Brigade and the 2nd Regiment of Algerian Tirailleurs. Both sides drew decent leader sets, with the Germans being slightly better. We ignored the defense-favoring FOW, but used the consolidation, smoke/illum, strategic movement and excess initiative optional rules. Also utilized, were these three 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. Unfortunately. we did not use the extended assault rule, 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, and 3) Dug In Units on Slope Hexes are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22. We both felt that this rule set worked well and enhanced playability & simplicity. The initial session (game turns 1-3) featured the Germans moving-to-contact in a 3-column formation in muddy conditions from the east. The French were set up in the immediate vicinity of the town of Pichon on the east margins of Map 88. First blood was drawn by long-range Boche AT fire from the better-armed of their 2 armored car platoons (SK233). French OBA was able to eliminate a truck unit carrying a Wehrmacht 81mm Mortar platoon. Our truncated, 2-part, second session (game turns 4-7) featured the Boche continuing to move to contact, this time they consolidated their approach into left & right flank pincers. There were multiple OBA strikes, and some accurate, close-range AT fire. The net result by the end of the session was the loss of a single German, and 4 additional French step losses. This lowered the French initiative level to zero, as the Germans began drawing into decisive range on the west margin of the long ridge and also on the 20-meter hill adjacent to the south side of the road on Map 78. The exciting third session (game turn 8-9) started out badly for the defending French as the Germans secured the initiative with a pair of activations in both game turns. This immediately led to the loss of the final step of French White armored cars, and the initiation of fierce fighting at the remaining French position atop the 20-meter hill east of Pichon. Two steps of Boche armored cars were eliminated during Game turn 9, one in a close assault by the emerging garrison of Pichon in a gallant sally, and another by long-range AT fire. A combined NINE combat 7-die rolls were thrown! The updated step losses were now: 6 for the Wehrmacht, and 5 for the rallying French side. The German initiative level diminished by two as a result of increased casualties. During our fourth session (game turns 10-11) my distinguished & resolute opponent chose to concede as German losses were becoming excessive at 8 steps, in this small but intriguing scenario. We heartily recommend it for for both SOLO & SHARED play. The French garrison in Pichon managed to hold the town after all. We agree that this one rates an enthusiastic 4. |
||||||||||||||
0 Comments |