Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Leyte '44 #29 - Thanksgiving Day
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr 2 #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") Panzer Lehr #24 - Plug the Hole
Desert Rats #24 - Hill 175 South Africa's War #7 - Rear Echelon
Dragon’s Teeth #33 - Chickenshit Regulations South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
I give up
Author Matt W
Method Solo
Victor United States
Play Date 2012-09-19
Language English
Scenario AirR014

This is a short scenario. No, really short. The goal of both the Germans and the Americans is to force a German surrender. The likelihood of surrender is greater than 50% on the first turn and grows as the Americans cause losses. The only thing that will decrease the chances of surrender is to ask for it and have it declined. Interestingly the better the Germans leaders from a morale standpoint, the more likely a surrender becomes. In this case I had a captain with a "10" morale.

The way the surrender rule works is you roll a 2d6 and add the German initiative and subtract any lost or demoralized units. If the resulting number is less than the morale of the highest ranking leader (captains) then the Germans surrender. At the start this calls for a +2, compared to my leader of 10 morale. Because I had pulled all the units out to play this one I decided not to ask for a surrender on the first turn. I hit a group of Germans who were in sight with OBA and one unit was demoralized. So, on the second turn I asked for a surrender and rolled a 6, plus two, minus one. The result was a seven and all the guys in feldgrau gave up. Scenario over.

As a solo study of an innovative rule I can recommend this. As a game situation it is not really worth the time to set it up. I give it a "2" for the surrender rule. As a playing scenario I would give it a "1".

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