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
Too many Germans - Dead and Alive
Author J6A
Method Solo
Victor Draw
Play Date 2012-03-27
Language English
Scenario BaBu004

This scenario is pretty much a straight up town assault. The Germans have a much larger force than the Americans, and they don't have much to do except hole up in the town and hope to inflict casualties. They do get one M4 unit that meanders around the board for 9 turns (or counts as eliminated) and a small forward speed bump for the Germans to eliminate. As mentioned, the Germans have many more troops than the Americans, including a Southern force which is restricted to within 4 hexes of the southern map edge and doesn't do much except eat up German impulses.

Both sides have decent OBA. 2x18 for the Americans, 2x16 and 1x24 for the Germans, although for each German battery there is a 1/3 chance each turn that it will be unavailable for the turn.

The Americans win by keeping the town and inflicting more than 10 step losses. The Germans win by keeping their step losses under 7. If both or neither win, its a draw.

The Germans advanced quickly and surrounded and eliminated the small roadblock on Board 9. I suppose it could have tried to flee towards the town, and by the time it loaded up its guns it would have been caught. The Lieutenant with the troops did escape to tell the tale. After that, the Germans closed on their main objective, slowly surrounding it, being hidden by limiting terrain (the hill and woods). The Americans pulled back into town and waited.

Next the Germans sent a forward observer to help artillery shell the town, however small arms fire from the town eliminated him quickly. The American armor entered and harassed a mortar and GREN in the German rear. These were commanded by a 7-0-0 Lt who became demoralized and did not recover (even to disrupted) for the rest of the scenario.

The Germans spent another hour or so moving into position to attack the town. They worked through the southern light woods, which protected them as well as the town protected the Americans to begin a probing attack. Instead of moving in for the assault, which could cause high casualties, they parked outside of town to see if small arms fire could wear down the US. By turn 18, though, the Germans had lost 4 steps while the Americans had only lost the 2 from the forward roadblock.

Things changed on turn 19 when massed German fire finally got a casualty in town. On turn 20, another US step was eliminated as was a German one, putting their totals at 5. However, the Germans had disrupted a US stack and were ready to assault. This would be their 2nd assault, one was going on in the southern part of town, which mostly consisted of the 2 sides yelling insults at each other (I rolled a lot of 1s and 2s). However, on turn 21 the US received a 2 impulse lead on initiative and got the troops back to good order and the assault had to wait.

The Americans lost another step on turn 22 and had a machine gun platoon flee from the town and the Germans moved in to the assault where there superior numbers took their toll. It climaxed on turn 24 when the Americans lost control of 2 town hexes and lost 3 steps. They had also lost on on turn 22, so they were now at 9 step losses and running out of warm bodies. The Germans were still at 5 step losses.

On turn 25, the Germans finally cleared out the last resistance in the far south of the town. Ultimately, though, this was their undoing. They now had a hex stacked 3 high, and the remaining good order Americans used this to deadly effect. While they didn't kill any steps outright, one of the GREN platoons was demoralized from the assault, lost a step to compound demoralization from the 1st American fire into the hex, and then lost its other step to compound demoralization from the 2nd American fire into the hex. This put them at 7 step losses, and gave them no chance of victory.

I called the scenario at this point. The Americans had only 5 units left, one of which was a mortar, with which to defend 6 town hexes. They needed 4 step losses to defeat the Germans. The Germans, for their part, could just pull back into the woods as visibility dropped to 1 and rush the town on the very last 2 turns. It would be impossible for the Americans to cover every hex and very unlikely that they could eliminate 4 steps in 1 turn. I called this one a draw.

Not a bad scenario, although really suited more for solitaire, as there aren't enough American forces to give them a lot to do. I rated it a 3, although as a solitaire exercise its probably closer to a 4 and as a 2 player, probably closer to a 2.

0 Comments
You must be a registered member and logged-in to post a comment.
Page generated in 0.066 seconds.