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
Mist Opportunities - Autumn Mist Elsenborn Ridge #1
Author tlangston28
Method Solo
Victor Draw
Play Date 2012-02-28
Language English
Scenario ElsR001

I used this scenario as a learning opportunity after trying out the free demo for a few turns. I was intrigued by the game system and enjoyed the demo enough to purchase this title (along with the obligatory Winter Wonderland Maps) and try it out. After about 2 weeks of on and off playing a few turns at a time, the scenario ended in a draw but was not without tension and some observations that in hindsight would have changed the outcome.

Setup

The Americans setup a forward defense along the 40m hill north of the east-west road, placing infantry in entrenchments in 0706, 0908, and 1008. Also, Infantry units and the HMG were dug in 0605, 0506 and 0406. Finally, the 81mm mortar units were deployed dug-in in 0810. The Germans, being extremely lucky to draw the 10-2-1 Lt. Colonel, placed him in the middle of a line of units stretching from 0401 to 0901 with leaders of lower rank filling out the command along the line.

Battle

The Germans moved cautiously forward across the light woods but were soon spotted and took some damage from the off-board artillery. The American troops in the forward positions began to feel the effects of the large number of batteries, taking 3 separate "X" results on the dug-in positions. Over the early turns, the artillery barrages, combined with several assaults, would cause significant damage to both sides, causing several flee results and allowing the infantry units advancing through the light woods to get up the hill and push the good order Americans off toward the crossroads and forced the fleeing units to the far north in the vicinity of 0311. In addition, during these early barrages, both the US and Germans lost their infantry guns. In fact, At the end of turn 4 (0645), the US losses were already at 9, the Germans at 5.

At this point, it looked as though the Germans had the battle in hand and I expected the battle to end around turn 8 or 9. For a while, It seemed that every artillery roll for the Germans was a 2,3 or 12 and combined with their unshakeable Lt. Col (10-2-1) and the successful roll for reinforcements on turn 5, it seemed that victory was imminent.

However, the tide would soon turn the other way. In later turns, The US artillery would recover and begin to score hits that would slow the German advance, but not enough to prevent the Germans from occupying and fortifying the east-west road west of the crossroads. This move forced the American mortar units to retreat to the clump of woods in hex 0915 in hopes of being reinforced. The Americans would receive their reinforcements on Turn 9 and they would dig-in near the mortars to provide a final stand. In the final turns the Germans had moved several units adjacent to the dug-in units after an artillery barrage and only the accurate fire of the US OBA and mortar units saved the dug-in units by disrupting and demoralizing the German units, preventing them from making a final assualt as the game ended in a draw. Final Step Losses: US: 15, Germans: 13

Aftermath and observations

One of the high points for the Americans was a bitter defense of an entrenchment near the cross-roads. The Germans began their assault on the entrenchment on turn 4 and by turn 16 had still not ejected the American fighters. This defensive stand, forced the Germans to siphon troops from the main attack along the road to try and dislodge the Americans, all to no avail.

In playing this scenario, I frequently turned to the forums on BGG for help on rulings and questions and am thankful for the great support this game has, both there and here on PG-HQ. I did notice that the setup I made with the US units far forward caused unnecessarily high casualties by exposing them to the early bombardments by the German guns. Attillery is definitely king on the battlefield and is crucial to softening up entrenched or dug-in areas for assaults. Also, I played the spotting rules wrong early on, causing early step losses that were not really losses. However, despite the mistakes, I did really enjoy this scenario and rated it a 4.

4 Comments
2012-02-29 04:58

Tony,

Welcome on your transference from BGG to here. Glad you made the passage !

Hey, a nice play on words in the title of your AAR - Witty :-)

I gave you a few replies on BGG and I just wanted to draw your attention to one more rule which MAY or MAY NOT have played a part in the eventual outcome of your battle.

I note where you say the Germans took from turn 4 to 16 trying to take an entrenchment. Were the defenders ever reinforced ? If so, take note of rule 12.41 (2nd paragraph) when trying to reinforce an entrenched hex as this makes reinforcement quite difficult. I point this out because the main entrenchment rules are at 16.4 with no reference to 12.41 at all.

Again, welcome here and I hope its part of long affair with PG mate !

2012-02-29 06:26

Tony,

Welcome!! Don't worry about misdeployments, etc. The game is a great teacher and there are a lot of subtleties that come out as you play. 140+ plays later I'm still learning and it's still a fun process.

Again, welcome and I hope PG-HQ is a place for many more visits!!

(edited 2012-02-29 06:44)

I'm a little late to this party, but allow me to extend a warm welcome to another new contributor all the same!

I hope it's the first of many plays and AARs, Tony! Welcome aboard! :-)

EDIT TO ADD: if you find any part of PG-HQ confusing or inefficient, by all means please let me know! We try to make it as easy to use as possible, but after hanging around awhile one loses the ability to objectively appraise the situation! ;-) Your fresh eyes are valuable!

2012-03-01 08:07

Thanks for the welcome!

Vince, I think I did play the entrenchments correctly however, the entrenched units had no support after turn 6... I just had terrible rolls on my attacks... :)

Actually, the annotated rules section was a big help as well.

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