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
Here's mud in your eye, and wheels, and boots, and...
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2012-11-24
Language English
Scenario PaGr044

This is a scenario when you can find out what it was like to have an overwhelming force never quite get into contact with the enemy because your vehicles can't move. On two turns (of twelve) none of my German motorized or mechanized units could move, on three others only an armored car could move. As most of the German force is mounted this represents a serious issue.

The few foot units I had easily handled the roadblock on Board 8 but remained the forerunners of the entire force, throughout the scenario. Total motorized and mechanized movement points for the entire scenario were only 15 in aggreagate (not even two turns of normal movement) due to the mud.

The Soviets never felt a need to address the German advance in any serious way, even though they lost five steps to the Germans 1. The goal was to keep the Germans on the board and the weather did that. The German infantry came into view on the last few turns and was hit by the OBA and disrupted. But at that point the scenario result was clear and additional movement simply wasn't going to be possible.

This scenario is virtually impossible for the Germans to win given the rules for the motor/mech movement (roll two dice and subtract the total from the movement allowances). I suppose it might be interesting in a statistical manner if you played it a number of times, to see if the Germans can ever really get across the board even without a Soviet defense, but as a competitive scenario it fails.

I give it a "2" only because I try not to give 1s and if there is any redeeming quality whatsoever then it gets a 2. In the case, understanding how terribly the mud held things up is worthwhile, sort of.

To help the rules I would suggest that the German motor/mech movement is not reduced within the town which they have to traverse early in their movement. I noted that in EFDx the scenario is extended by 10 turns which would also help quite a bit. I believe that is the better one to play.

0 Comments
You must be a registered member and logged-in to post a comment.
Page generated in 0.089 seconds.