Panzer Grenadier Battles on December 3rd:
Black Panthers #12 - Champagne Breakfast Heavy Metal #3 - Black Princes
Carpathian Brigade #4 - Fraternal Assistance Jungle Fighting #41 - Patrol Action
Conquest of Ethiopia #39 - Addis Ababa - Djibouti Railway VII Siege of Leningrad #9 - Winter Wonderland
Playground Bully
Author Matt W (Britain)
Method Face to Face
Victor Britain
Participants Hugmenot (AAR)
Play Date 2013-06-15
Language English
Scenario PaLe005

A number of people have suggested that Panzer Grenadier, as a series, is ill suited for urban combat. I would suggest that those individuals play this scenario. There are 80+ town hexes represented on the four boards and each and every one is worth 2 VPs. The play of the scenario is interesting and my opponent was quite capable. The rating is only a "3" because it seems virtually impossible for the Germans to capture a victory in this one. They only start out with a 36 point lead but they have to defend 50 town hexes and simply don't have the force to do it.

The British, on the other hand, have a much larger and VERY mobile force made up of Cromwells, Stuart, Archer, Achilles and Fireflys. The slowest has a movement factor of 9. As you would expect in a highly urban environment, the area is loaded with roads which helps to magnify that mobility. This is just way too much for the Germans to handle.

In our play, Daniel had to deal with seeing eye British artillery that shredded his larger concentrations of troops. My frontal assault on the large town in the center of the board was accompanied by a small flanking attack on the British left and a large mobile force on the right setting up a tank trap for the pending arrival of the "Ducks".

It became apparent that the higher mobility of the British would permit them to pick up town hexes at will leaving the Germans with the need to constantly move from solid positions to chase me or permit me to pick lots of town hexes up easily. The Ducks were caught in a large cross fire and destroyed quickly with losses equal to the losses they caused. The only German force which was beyond destruction was the Panther platoon that escaped the crushing vise in the center town and was able to recapture much of the far easatern town hexes.

It seems very difficult for the Germans to duplicate the historical result in this one. While it was fun to play I have to give it a "3" due to the lack of balance. I would suggest an alteration in the victory point schedule, perhaps reducing the British points per town hex to 1.5 or raising the VPs for towns held by the Germans to 3.

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