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
Close so close
Author waynebaumber (Germany)
Method Dual Table Setup + Voice Chat
Victor Soviet Union
Participants campsawyer (AAR)
Play Date 2011-05-20
Language English
Scenario SiFo006

This scenario was played against that well decorated veteran Alan Sawyer via Skype. I chose the scenario and he had the choice of sides. He took the Soviets,a wise move.This is a game of only 15 turns in which the Germans have to exit steps and take a single town hex along the way. However, and here is the crux the German player has to ensure he gets one of his 105 artillery off the board, the Soviet's have 3 X 10 OBDA which will be battering the trucks carrying the artillery plus on board Art and A/T guns to assist. Therefore is is going to take a lot of luck for the German to win this one. The victory conditions for the Soviet player need careful reading but in essence he has to keep a toehold in both town and inflict 10 German step losses. As the German player I went for the draw from the start, in fact I lost 1 105 very early on, which just underlined my comments above. I tried to take all of the southern town and not lose 15 steps. Alan had in fact misread the set up slightly so this gave me a head start but he recovered well and by halfway there was a tough tussle for the "target town" the Soviets losses were heavy but he Germans were also taking losses and each assault ended with the Germans disrupted or demoralized therefore having to recover before continuing the assault. Turn 12 was a major turning point as the Germans although inflicting even more losses on the Soviets also suffered several losses this turn, this meant that the German commander had to try and grab a toehold in the Northern town as it was looking likely that the Soviets would get their 15 steps. A quick flanking move followed by a devastating Artillery strike got the Germans into one hex of the town now all the Germans had to do was clear the Southern town. By the last turn all the hexes of that town were taken apart from one. A demorlaized reduced SMG unit still held out, the assault went in and rolled a M2, a six or more on the morale check would see the town cleared. would see the town cleared and the Germans grab a well earned draw, you could feel the tension across the Atlantic, but a five was rolled and the unit survived and then next impulse rallied so ensuring a Soviet minor victory. This was a blast to play and both of us enjoyed it.The lowish rating is only due to the difficulty the German player will have in trying to win this one.

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