Panzer Grenadier Battles on December 4th:
Desert Rats #31 - Young Fascists : The Morning Phase Red Warriors #18 - Shanaurin Strikes Back
Desert Rats #32 - Young Fascists : The Afternoon Phase Tank Battles #29 - Operation MARS #17: Shanaurin's Drive VI: Shanaurin Strikes Back
Heavy Metal #4 - Shielded Frogs
An American Heghog
Author campsawyer
Method Solo
Victor United States
Play Date 2011-08-16
Language English
Scenario ElsR003

Moving through some of my unplayed Elsenborn Ridge scenarios, I came upon #3 a Dismal Failure. That is what it is a historical scenario, but not very good as a game. The Americans can defeat the Germans even before they more on the board. A good hedgehog defense will keep the German artillery unable to attack for the first three turn and force the Germans to make costly advances across open terrain. German morale is average to poor and leaders can help but good American artillery and dugin OP fire from the town will take its toll.

In the play the Americans were setup around the town, using the entrenchments as artillery modifiers give the Americans a near perfect defense with a +1 shift for the entrenchments and the surrounding hexes. This forces the Germans to look for advance by cover as far as they can before they go after the town hexes. The Germans move units through the woods north of the boards and south of the boards. Eventually having one group attacking from the northern hill on board 24 and from the light woods south east of the town. But they run into problems from the start. American OBA is right on target and kill four steps on the the first turn they can see the Germans. German mortars and OBA try to respond but will the -2 shift for the town/entrenchments they fire is ineffective. GREN's begin to advance out of the woods toward the town but OP fire disrupts/demoralizes them then artillery kills them. By turn 9 German losses are up to 12 steps. The Germans try to regroup and attack again with the same results. Turn 15, 16 German steps, American losses 2 steps. A couple more turns and 2 more German steps and that was enough. The Americans take the win.

As I said historical accurate, based on the writeup, but not very fun as a game. I believe the American player must need some reason to move his troops that are in the town. There is no reason for them to move or even setup outside the town. The SSR's for entrenchments just reinforce this American setup and the Germans just line up to be killed.

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