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
Creativity Needed
Author Hugmenot (India)
Method Face to Face
Victor Hyderabad
Participants Matt W (AAR)
Play Date 2012-10-20
Language English
Scenario InUn005

Played ftf against Matt W in one afternoon (3 ½ hours).

This is simply the best single board scenario I have played so far. Train, cavalry, and a major river crossing all contributed towards a strong fun factor.

I believe the result is dependent upon getting enough troops on the other bank as quickly as possible. I used the assault on the bridge to transfer troops on the other bank and attempted one crossing near the small town; it was way too slow.

In my opinion. using the assault on the bridge to transfer troops to the other bank was a good idea. The Hyderabadis are not especially dangerous even when shooting at point blank range and most of my Indian troops which made it to the other side made it via the bridge transfer point.

The Indians have two sappers and should have tried two crossings some distance apart. One crossing should focus on getting the cavalry to the other side as they will be needed to harass and eliminate the demoralized Hyderabadi troops which moved away from the river bank. It is probably a good idea for this crossing to be away from the towns and be supported by the mortars.

If the Hyderabadi send reinforcements to prevent that crossing, these are reinforcements that cannot be used at the crossing next to the small town.

One other idea is to wait for the town main assaults until past the midway point of the scenario. The Indians can use the train and the sappers to gain column shifts which will be badly needed against those pesky Razakars.

Or maybe it’s all for naught and a creative Hyderabadi commander will find a good counter.

I rated this scenario a strong “4” and I was pleasantly surprised about the number of critical decisions in such a small, short, high troop density scenario. Recommended for solo and especially h-t-h play.

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