Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Leyte '44 #29 - Thanksgiving Day
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr 2 #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") Panzer Lehr #24 - Plug the Hole
Desert Rats #24 - Hill 175 South Africa's War #7 - Rear Echelon
Dragon’s Teeth #33 - Chickenshit Regulations South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
Smashing British Victory
Author scrane
Method Solo
Victor Britain
Play Date 2013-12-23
Language English
Scenario PaLe005

This was a strange one for me... I guess I wasn't fully understanding the scenario and VCs when I set up the Germans. They have a lot of ground to defend and in attempting to do this I created a setup that had a dramatic flaw. The British setup also seems to allow them to set up essentially in contact with part of the German setup zone, so I took advantage of this for the British and largely eliminated the usually dangerous approach battle.

The British attack landed on a kink in the German line and quickly poured into the town, forcing a mad scramble by the Germans to pull back and reform a shorter line, effectively giving up most of the town. The British operational tempo was never slowed, they just kept flanking the Germans and forcing them back until the town was theirs. No German counterattack could ever achieve the mass needed to check the British advance. Very few casualties for either side, this was almost entirely a game of maneuver.

Fun to play but, I don't know, weird. Was this the designer's intent? Something just doesn't seem right in the setup rules. Very unlike most other PG scenarios where a good hour or two of gametime can pass before combatants are fully at grips with each other.

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