Panzer Grenadier Battles on March 31st:
An Army at Dawn #40 - Task Force Benson Conquest of Ethiopia #27 - Salt Spring
An Army at Dawn 2nd Ed #39 - Restless Energy Spearhead Division #19 - The Cats Return
Afrika Korps #8 - Ambush! Spearhead Division #20 - Wewer
Stop the French Combined Arms Charge on the Somme!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants goosebrown
Play Date 2025-03-25
Language English
Scenario FaoF042

This was an action-packed 10-session play-through with the stimulating & determined, goosebrown, leading a powerful, 4th DCR combined-arms, French attack in a 30-game turn scenario. I led the defending elements of the German 179th and 217th Infantry Regiments tasked with holding several towns on either side of the River Somme for as long as possible, without benefit of supporting armor or air.

We played with the defense-favoring FOW, and with the smoke, consolidation, strategic movement, extended assault and excess initiative optional rules. We also used these 2 house rules to simplify movement: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of 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. Middling leaders were drawn by the French, while the Germans drew a somewhat better set.

During the initial session (game turns 1-2) a slow & deliberate French movement-to-contact south of the Somme rumbled north in three separate columns, led by probing R-35 light tanks. A single German AT gun platoon was eliminated in town Hex 31-0812 along with a step of infantry as the French drew first blood. The French right flank armored spearhead advanced into decisive range of the Wehrmacht garrison in the 6-hex town on Map 31. The initial victory point tally this session was 44 for defending Boche, and 8 for the rapidly advancing French.

Our second session (game turns 3-4) was a rather grim one for the advancing French with a pair of brave R-35 light tanks eliminated in a close assault in wooded Hex 29-0202. Meanwhile, in the 6-hex town on Map 31, the French launched a major close assault with a company of Char B-1 heavy tanks that was stymied by the Jerry defenders. Other probing French tanks moved to invest the same town in a clever right flank move. The updated victory point tally was now 48 for defending Boche, and 11 for the rapidly surging French side.

The action-packed, third session (game turns 5-7) was a costly one for both sides with a combined 9 step losses, and sharp declines in initiative levels to zero. The armor-heavy French close assault in the 6-hex town gained the support of flanking light tanks and RES infantry that liberated a town hex (+3 VPs) in spite of an accurate hail of heavy German artillery fire. The left flank French advance made good progress as the infantry took advantage of the trees and shifted strategically toward the center of the battle map. The revised victory point totals by the end of the session were: 52 for the Germans, and 17 for the French.

Our fast-paced, fourth session (game turns 8-10) was another bloody struggle resulting in 8 French, and 3 German steps lost in fierce urban fighting in the 6-hex town on Map 31. A German FO was captured by advancing R-35 light tanks east of the town, which dramatically reduced the volume of incoming artillery rounds. Both sides had considerable luck in morale recovery attempts this session. The updated victory point tally was around: 58 for the Germans, and 23 for the French.

The fifth session (game turns 11-12) was one of dispersion and limited maneuver with some long-range firefights, a series of mixed-result artillery strikes, and a pair of relatively indecisive close assaults. There were many morale recovery rolls this session. Unexpectedly, there were only a combined 4 steps lost, plus a French officer. A German counter attack led to fighting moving south into the margins of the western woods on Map 31, while the dwindling German garrison in town Hex 31-0812 continued to hold out. Victory points were now, around: 57 for the Germans, and 24 for the French.

The sixth session (game turns 13-14) featured ferocious close-assaults, in the western woods as the Germans continued to counter attack on Map 31. The Boche artillery strikes and adjacent-hex firefights caused multiple disruptions and demoralization among the fragile, low-morale, French RES infantry formations. The besieged Boche garrison in town Hex 31-0812 continued to hold, in spite of combined arms attack. The updated victory point tally was circa: 62 for the Germans, and still 24 for the French. A combined 6 combat 7-die rolls were thrown.

The costly seventh session (game turns 15-18) was another close assault and adjacent-hex firefight extravaganza as the German counter attacks began t0 pick up momentum in the western woods and on the crop-covered 20-meter ridge south of the Somme. A grim total of 9 steps were lost by the French this session along with a senior leader decapitation. A half strength, Boche HMG unit and a Captain still held out in the besieged town at hex 31-0812. The updated victory point tally was now: 71 for the German side, and 24 for the struggling French.

Our fast-paced, eighth session (game turns 19-20) was another grim episode for the attacking French side with 7 additional step losses and a captured leader. An errant German AT gun platoon was the sole Axis step loss this session, as the French position in the west woods collapsed. Victory points now stood at: 26 for the struggling French, and 77 for the smug Boche.

The rapid-fire, ninth session (game turns 21-26) featured multiple adjacent-hex firefights and close assaults as the German counter attack south of the Somme continued. French step loses this session were at 9, plus another leader, and German step loss increased by 4. The Jerries managed to reach, but not relieve their remaining garrison in town hex 31-0812, only to have their own artillery miss targets TWICE and inflict losses on the rescuers! The victory point tally was now: 26 for the harried French, and 88 for the advancing Boche.

Our tenth, and final, session (game turns 27-30) was a grim way to finish out this extended battle with an additional 6 steps lost for the struggling French side and another pair of steps lost for the Boche. Nearly all the losses resulted from close assaults in the now-infamous town hex 31-0812, where the last step of the original Boche garrison survived to end the game! The final victory point tally was 21 for the French, and 92 for the victorious Germans.

This overlong, but exciting, scenario gets a solid rating of 4, as it was fun to play for either side, although it was unbalanced in favor of the defending Wehrmacht troops. It is recommended for both SOLO and SHARED play with the caveat that the more experienced player should lead the attacking French, who have a much harder pull to achieve their victory conditions.

4 Comments
2025-03-27 08:06

Excellent AAR!

(edited 2025-03-29 23:07)

i concur with Shad's opinion. This is a heck of a well-written AAR, about a better-than-average scenario.

Yikes, talk about a Clash of the Titans of PG shared play! These two cyberwar, fanatics scare everyone else who plays PG. The mountains tremble as they pass!

(edited 2025-03-28 14:23)

WOW!

The T-Rex played the side without tanks in a scenario and somehow won out against an able opponent with tanks? I wish that I could have witnessed this fight.

Goosebrown may have established a new precedent in PG shared play!

2025-03-29 23:05

No tanks = no fun!

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