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
Bled Dry
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Draw
Participants davidthedad
Play Date 2013-03-30
Language English
Scenario KurS004

I really botched up this one! The Soviets were bled dry over the 16 turns that we played. The Germans rather unexpectedly advanced en masse against the town- I had expected an advance on a broader front. Needless to say, I didn't hold the town, but my units there took down quite a few Germans steps. My reinforcements also showed up a bit later than I would have liked, i.e., after the Germans had pretty much consolidated their positions in the town and on the road on board 36.

My defense was spread too thin for me to make effective counterattacks anywhere, but the hidden AT assets were just enough to slow the German advance. Caution in these scenarios, I am learning, does not corollate with victory.

Nevertheless, the Soviet AT capabilities were able to take out the Marder, half an STG and half the Tiger platoon; nearly 20 INF/MG steps were lost by the Germans as well.

The Soviets had quite a few of the T-34s left, but only a handful of infantry and SMGs left, most of whom were poorly positioned by the end.

The Game was called a draw: Germans lost 20 steps; Germans held the Town; Germans held the Road; and they started to, but were unable to meet, the 20 exit point requirement.

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