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
Bring up the reinforcements, NO! Not that far!
Author Matt W
Method Solo
Victor Germany
Play Date 2013-08-01
Language English
Scenario KurS007

Despite the large number of scenarios I have played I have noticed that I do have a tendency to be, on occassion, careless in my play, especially when I play solo.

In this one a somewhat worn Soviet force is tasked with the need to block a German spearhead and keep them from gaining a travel path north. The Soviets start out with little to fight against a large German armored component which includes 5 full Tiger platoons except the omnipresent 76.2s (and one 85 battery). The Germans bring a full regiment of infantry plus a good deal of engineer support and the aforementioned slew of tanks. The Soviets do get reinforcements in the form of a tank brigade.

The Germans begin eating their way up the road and track in parallel fashion with forces sufficient to complete the task on either end. The road brings a larger VP bonus to both sides so they both concentrate there while the track is held by a series of supporting AT emplacements and infantry outposts by the Soviets.

The Germans bring their large force to bear on the town to the immediate front and use massed tank fire to soften the towns defenders while the 76s take pot shots. Since all of the Tigers are on this front the shots primarily bounce although a Pz IV does get a hit from time to time. The problem for the Soviets is that the Germans are gaining in VPs at a tremendous rate and it will be necessary to get the reinforcing armor in place quickly to avoid being overrun. Unfortunately the Soviets fail the die roll for the first full hour after they are available. The only thing keeping the Soviets in the game at this point were four turns with very quick FOW rolls (1,3 5, and 6 rolls into the turn). Finally on turn 8 the reinforcements arrive and rapidly move in front of the large town along the road, unload their SMGs and prepare for battle.

What they apparently couldn't do, however is count to 8, the range of the AT weapon on a Tiger. After I finished the turn and breathed a sigh of relief for the Soviets I looked from a German perspective and noted that the T-34s were in range and sight of four of the five Tigers. Quickly at the beginning of the next turn 6 armor steps were blown away followed by 4 the next turn as the disrupted tanks became the next victims. The 20 points thus gained by the Germans were instrumental in blunting the hopes of the Soviets for a counterattack to turn the tide. By turn 14 (of 16) the Germans had secured a major victory total and appeared likely to retain it. Only a late assault by the remaining Soviet tanks on a town held by a company of infantry brought the total back to a minor victory.

Assuming you don't make a blunder like I did, this one is very well balanced. The Soviets have plenty of fortifications and minefields which can force the Germans to lose turns. With only 16 turns there is little time to lose if they are to capture either the track or the road. I give it a "4" and it might rate a "5" without the mindless rush to death made by the 1st Guards Tank. This one is good in any play format.

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