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
Don't recover NOW!! Run away!!!
Author Matt W
Method Solo
Victor Draw
Play Date 2012-03-08
Language English
Scenario HoSU004

There are times when the best thing for your troops is to fail their recovery attempts and to run away, and therefore avoid getting wiped out. This was definitely one of those times.

A strong Soviet Guards force has to advance through heavy snow and take a town. The Germans (Luftwaffe troops) only have to keep a portion of the town while avoiding significant losses. The Soviets need to advance 3 kilometers to get to the town and they will face a substantial amount of German artillery. They have 4 1/2 hours to do so. If they sprint and the Germans don't try to disrupt their advance with outlying defenses the Soviets can get their troops near the town about 1/2 way through the scenario. The Germans see this and set up a roadblock with a platoon in the woods to remove the road from the advance, forcing the Soviets to slog through the countryside while being pounded by artillery. They also set up a delaying force of three platoons to the west of the town, supported by assault guns.

All seems to be going the German's way as the advance across the fields gets terribly disorganized by artillery fire and the troops that arrive to the front of the town's defenses are greatly reduced. The Soviets have, however, been firing their own artillery and have focused on some of the troops that have taken losses. After 14 turns it is clear that the Soviets will not take control of the town as they remain nearly a kilometer away from the twon but the Germans have taken 7 losses. The Germans are prepared to run to the town and in particular some of their demoralized 1 step platoons are looking to fail their recovery attempts and run out of sight to avoid being hit by the Soviet artillery. To the Soviet's tremendous disgust, the Germans gain the initiative.

It was at this point that a recovery attempt (which needed to roll a 2-4 on two dice) was made for the exposed demoralized platoon, they simply didn't want to face two shots of artillaery and would flee into the town and safety. Of course, they rolled a "4". They then were hit twice by artillery, failing both times and losing the step to double demoralization.

This is a nice small scenario with a good deal of tension. I give it a "4" for the tension. I do think that the Soviets have very little chance to win the game outright but they can push forward to a draw.

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