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
Night of Confusion
Author waynebaumber
Method Solo
Victor Germany
Play Date 2011-02-05
Language English
Scenario SAWa017

Solo game played over a couple of mornings before going in for my own "night shifts of confusion". This scenario is played on desert map 4 at night and has German forces entering from the North and bumping into some South African troops hunkered down for night. The Afrika Korps commander has to get his units of the south edge of the map and not lose too many steps, the Allied player has to try and slow the enemy up because units left on the map count towards VP for the South African's. There are only 12 game turns. The Germans trundled on in a long column down the road, the Springbok had deployed their only A/T gun on the road with an INF and HMG escort the other INF were on the high ground on both flanks to prevent the Germans outflanking the blocking units and racing for the exit door. The Germans split forces into three groups in order to draw enemy units into a fight with one group while the other either reinforced or exited. Although the South African,s start all dug in, they will have to leave the foxholes in order to try and delay the Germans. In this game the main German force (HMG 3 INF and PZIV) dismounted to cover the trucks, artillery and the remaining tanks as they scurried off the board. A vicious fight erupted in the middle of the boards with the South African losing a couple of steps but also the Major commanding their forces. The German also lost a INF step and were now tied down in twos assault,however this had committed all the allied units and with the loss of a further officer who while trying to spot for his morter platoon got run over by a German truck!, This meant that both the remaining South African leader were in assault hexes and unable to move what few forces they had to block off the German retreat?/advance. The Germans romped off all their trucks, artillery and tanks. This gave them enough VP points to win in fact by the time the dust had settled the South African,s had lost 50% of their forces with only 3 steps of Germans as casualties and a further 5 steps unable to exit. A overwhelming victory for Rommel's men This was an entertaining little scenario,lasted for 2x 90 min sessions and that includes setting up at game start.

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