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
Was that *Meatloaf* driving that SPW-251/21 playing **Paradise by the Dashboard Light?**
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2012-03-09
Language English
Scenario WiSo004

As one can read below, I messed up the play the first time around. I tried it again, save for keeping the result of the SPW internecine fighting (by turn seven, the reduced SS SPW-251/21 was in the easternmost town hex along with a Gren). Basically, the US moved pairs of units (three of INF and one of HMG) along with a leader to within three hexes of its "target" town hex. Various long range and US BF was essentially ineffective. On turn seven, the US (which continued to win initiative by large margins through game end) "moved in" vs. a series of effectively 22-col OF on the DF table. German firing was effective: one HMG reduced, but good order; one HMG demoralized; one INF reduced and disrupted; one INF reduced and good order; four INF remained full strength and good order. On turns 8 & 9 each side exchanged adjacent direct fire and/or US attempted morale recoveries. On turn 8, one US attack killed a step of Gren in one hex, so on turn 9, that US pairing assaulted.

The last turn was dramatic. The US had survived assaulting into two towns and made the effort with one surviving INF vs the town hex holding the SSGren+SPW-unit+ldr ... on the 18 col the Germans roll a 6! for a 2X result destroying the assaulting INF and chasing the US LT out of the hex. The last hex was likewise wild: an M2 result against the US assaulting (entering) unit demoralized it, but the SS counter assault could not obtain a compound demoralization. Thus, at game end:

US contested two town hexes with good order units; "contested" one town hex with a demoralized unit & disrupted leader; and did not contest the forth town hex. Thus, a German victory as the US had to contest all four town hexes on the board (22).

Curiosity: the VCs state only that an American unit must be in the hex; the usual caveat of "good order" does not appear. In any case, this was much "closer" than the erroneous play I detailed below. Certainly the survival of the reduced SPW-251/21 made a significant difference as a '2' result would not have been possible on the last turn without that unit in the hex along with the Gren.

BELOW IS THE ERRONEOUS PLAY REPORT:

Play Errata: it would seem that in being hasty, I didn't quite catch (until after the fact, that is) the scenario rules that stated that contested hexes were considered American controlled. Thus, I didn't move US forces in such a way as to get into contested assaults in all four villages. Oops, my bad.

My second short/small scenario from WS today. I'll try to explain the strange AAR title below.

Germans set up with a Grenadier in each of the four town hexes and the SPW 251/21 in hill/LTwoods hex 0413. In other words, sitting there in limiting terrain at a higher elevation just like he's "sitting there just daring him to try an pick 'em off."

US manages to get three paras into the first occupied town hex, but then proceeds to have a "let's not roll above a 3 for the next four rounds" with an assault col of 9 or 13 even with the col shift for attacking vs. defenders in a town. The 2x18 factors only resulted in 16-col BF attacks which, even with an M1 or M2 check, the Germans either made or recovered. Unfortunately, the US HMGs fared less well vs OF with a step loss and a demoralization.

As for the SPW battle. The captured (i.e. US), reduced 251/22 moved up within spotting range; survived the first 251/21 attacks; fired & missed; again survived counter fire; fired next turn & hit for one-step kill on Meatloaf on the Hill (partially picked off); the SS 251/21 however, made its morale check of '5', fired back and hit with a '10' roll, killing the single step of the 251/22.

The infantry assaults continued their slow pace. By end of play, the US had captured only one of the four town hexes. They themselves hadn't many casualties once past the OF; they simply couldn't muster enough firepower in the assaults nor did the Germans get demoralized - thus, with the town bonus for recovery, mostly made their recoveries. Having the HMGs fail morale (and get a step loss) likewise cost the US needed firepower to push the assaults forward in the ten turn restricted scenario.

Whew. Finished one scenario between 0800-1000 that had been started the day before; a ten turn one before lunch at 1230; and this one in an hour-and-a-half or so in the afternoonas (that took another hour and a half as I botched the first play). Time for a break before shifting gears and dealing with the Ariete on the Trigh Capuzzo.

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