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
B.o.B. #32 Champs or Red Legs save the day
Author PatC
Method Solo
Victor United States
Play Date 2011-02-21
Language English
Scenario BaBu032

This is the last of the 502ed Regt. scenarios honoring the late John Hanlon commander of the 1st Bn of the 502ed. Alert players will notice that I skipped a couple of scenarios featuring the 502d. This is because of the size of the scenarios. Frankly they are not playable in an adult human lifetime. And suprisingly there are other thing I like to do.

The setup is restricted. The Axis enters the West edge. They move foward and attempt to overwhelm the Allied left. They get up to the village in good order surviving opportunity fire. The Allied off board artillery (OBA) hammer the Axis flanking company disrupting and demoralizing the whole stack. Despite this the Axis were able to occupy village hex 0609 with a platoon and a half and a 9-0-1 Lt. It turned into a wild gunfight until the Allies Co. B was released. Both sides had suffered a number of disruptions and demoralizations but the Axis suffered worse, losing 2 HMG steps in addition. the Allied OBA was making the difference. Despite having village hex 0608 surrounded on 5 sides the Axis could not advance. By 0500 the Allies were ready to counter attack withe B Co. + their Armor platoon. By 0515 the attack had bogged down. The initial Allied assault into town hex 0609 was still ongoing. The Axis had reenforced the the assault hex with a Gren platoon and a Lt. They were holding well against the Allied combined arms assault. Mean while the Allies OBA and on board morters were keeping the rest of the Axis force outside of town. The Axis were busy with recovering and were prevented from mounting another assault into town. By 0645 the Axis realized that despite holding their own at their single hex toe hold on the town they were on the fast track to a draw or Allied win. By now the Axis had 5 step losses and were getting pounded by the Allied artillery and mortars. At this point the Axis did have three full strengh gren platoons and a 9-0-1 Major (the C.O.) to assault into another town hex 0608. They went in causing a Allies step loss but no other damage, not even a disruption. The Axis plan now was to try to fight it out in the town reducing the effect of Allied artillery. The Axis also were trying to mount another assault into a town hex supported by their own artillery. This gamble was the only way the Axis could win at this point, although a draw was very possible. The Axis decided to go for the win. By 0730 it was all over. The once promising Axis assault was repulsed suffering 4 step losses to one for the Allies. In addition the Axis were kicked out of their initial toe hold and now posessed no town hexes. They have also now lost 9 steps. Allied win. Without the massive artillery support the Allies most likely would have been overwelmed early on. Victory conditions are tough for the Axis but a draw is almost assured if the Axis don't press it too much once established in the village. The Allies must use their artillery wisely. Kill the thing that is killing you, regardless of column shifts. Then once in a stable condition go for the most exposed enemy units that can be spotted, and fire for effect!

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