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
FoF scenario 38 « before the stop order »
Author leonard
Method Solo
Victor France
Play Date 2010-01-01
Language English
Scenario FaoF038

I’ve decided to try the published version. Both the OB and terrain have been heavily modified so that it doesn’t bear much resemblance to the historical action. Using map 30 gives an unnatural urban feeling to that scenario and since they have deleted the “watergands” rule (sort of swampy terrain), it also wipes out the specific flavour of the terrain around Dunkirk with its canalized ways of approach. However, if I write down historical scenarios, they obviously do what they want with them. I’ve played the scenario straight except for the 20mm AA en portée which is an obvious mistake : the French were provided with AA autocanons which were old de Dion-Bouton trucks armed with 75mm AA guns. Thus I replaced the 20mm portée by a 75mm AA en portée on a truck. Since the victory conditions are based on German control of both bridges and combat to maintain at least one undemoralized French unit within three hexes of those bridges, both the French set up and German advance concentrates on the two bridges. The GrossDeutschland advance was pretty easy due to night conditions (visibility = 1 hex). At the end of turn 2, the combat was about to begin around both bridges. At the end of turn 4 (visibility is two hexes), the Germans are assaulting the French in front of the northern bridge. In the south, the French choose to fall back behind the river to gain time since opportunity fire is hampered by the numerous town hexes. Almost daylight. At the end of turn 6 (visibility is 6 hexes), the Germans are still entangled in lengthy assaults that don’t seem to reach a quick conclusion despite their superior numbers and strength. In the north, the stuG platoon is trying to skirt the defence along the canal while French determined MG fire disrupts the advancing German infantry. In the south, the engineers helped some grenadiers to cross the canal to bypass the bridge bottleneck. Half of the scenario is already over. End of turn 7. In the south, murderous defensive fire on the advancing Germans has demoralized the units that just crossed the canal. The assaults around the bridge are so slow to resolve… In the north, one of the French garrisons in front of the bridge was eventually wiped out. End of turn 8. The French defence is collapsing but scattered units still threaten the German victory conditions ! If they manage to hold their ground for a few more turns, it will be difficult to prevent them to stay inside the southern bridge perimeter. An all-out assault is declared for all German units. End of turn 9. Not enough Germans to cover all the ground and force the French to fall back far enough. End of game. Despite excellent artillery shots and a successful assault by the StuG platoon, some French dragoons used their fast motorcycles to bypass the German lines and give the victory to their side. I had quite a good time with this quick scenario and Doug certainly is a brilliant developer to be able to give the scenario such a nice balance and capture the spirit of that fight between so different forces. History : 0 - Playability and balance : 1

0 Comments
You must be a registered member and logged-in to post a comment.
Page generated in 0.05 seconds.