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
Scylla and Charybdis
Author Matt W
Method Solo
Victor Japan
Play Date 2013-02-14
Language English
Scenario NiSi002

In this scenario a reinforced battalion of SNLF paratroopers needs to cross two jungle infested boards to exit the board. A large group of Austrailians and Dutch stand ready to make this a difficult transit. Both sides are ably led. Given the difficulty of crossing through jungle it is expected that much of the battle will occur on the few roads available, only one of which leads directly to the objectives for the Japanese.

Do not make the mistake that I did as the Allied force commander! Your maximum possible victory point total is 30 (those are all the points available to the Allied player by either causing losses or denying exit to the Japanese. As a result, your losses will matter significantly to the final victory tabulation. Do not enter into a slugging match, your job is not to kill them all, it is to delay them by using the least amount of force, a substantially different task than what it appears to be on the surface.

As you can tell from what I just wrote I didn't follow that advice, got invovled in a nasty set of firefights (the Japanese broke into two sections, one cutting through the jungle to the north and one heading straight towards the crossroads) and had some great success in stopping the bulk of the Japanese advance by the 24th turn but by then I had already lost 32 VPs worth of steps and would continue to bleed enough to produce a Japanese victory by turn 30.

If my goal had been simply to keep the Japanese on the board I could feel justified in my actions but by engaging too heavily I gave the Japanese the opportunity to win by destroying my force.

Due to the challenge to the defending player in this one I give it a "4". There is a lot of tension as to how to balance the defense, which is hard to inject into a scenario. This one will bear replaying. Also there are some hidden Allied forces which can lend themselves to a face to face play despite the scenario length (40 turns). A good time is had by all.

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