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
If you want something done right you have to do it yourself
Author Matt W (Germany)
Method Face to Face
Victor Soviet Union
Participants Hugmenot
Play Date 2014-05-26
Language English
Scenario KurS027

Daniel and I played this one in three sessions totaling about 10 hours of play time. The ranking that we both gave it should give you an idea of whether we believe this time to have been well spent...

This is a pretty large scenario with a regiment of grenadiers joined by what seems to be most of a panzer regiment fighting against a whole slew of RKKA men and tanks. The Germans are attacking and the Soviets have some significant reinforcements. The Soviets have some minefields and some good defensible terrain. At 30 turns this is one of the longer scenarios in KSF.

At first the Germans job does not seem to be too difficult. They must enter the first board and proceed to clear the second and third boards of Soviets on the hills and in the towns. The Germans have far better armor and will have engineers tanks and morale advantages in assault combat. Plus they come with two Tiger platoons which alone can scare the crud out of even the T-34Cs which the Soviets bring to bear. The trick, however, is to do this without losing 21 or more steps and to do so, when much of your strength is mechanized, during a torrential downpour which will make even travel on trail painful.

In our last play my panzers were incredible shots and this may have led me to be a little more aggressive in my armor play but, in the end, that did not play into the result.

Daniel set up with heavy forces in the large town on the middle board as well as a strong outpost in the small town on the large board. In addition he was able to station some significant forces on the two hills on the middle board. The third board was much more lightly manned but with 7 tanks platoons and 6 SMG platoons coming on later these could be seen as relatively secure. As a delaying force Daniel had some light troops and AT guns in the large field to the right front of the large town.

I advanced along both wings with heavy infantry forces and PZ IVs in support. My goal was to clear both hills and then use them as staging areas to launch the assault on the towns. While this approach was working I had some early trouble with several step losses due to Opportunity Fire from the Soviets. I was clearly making good progress but the cost was higher than I wanted. In any event by turn 10 things seemed to be under control, if only the losses would hold off.

Then the sky opened up. With the thunderstorm two things happened. First I lost any help that I could get from the air (as did Daniel but I could have used it to silence his guns), second the ground was now so saturated that the Tigers could only move 1 hex in the open or two on a trail. All of my vehicles were similarly hamstrung. Given the force composition and the losses I had taken to that point this effectively took one of the three victory conditions out of my hands. I now had to take the remaining town hexes on the middle board and keep them under my control through the rest of the game without reaching 21 losses. At least it was a goal, albeit a tough one.

I set out to do so by advancing towards the town. Unlike in previous situations I did not rush the town but stood off and used heavy weapons to try to subdue the defenders. While this was effective at times, the lack of a strong presence near the town was permitting Daniel to reinforce the town. I needed to start clearing it out! As I advanced to begin the assaults my men fell to murderous Opportunity Fire, total losses rising from 9 to 18 in a matter of 3 turns. My heart fell as now it appeared as though I would have to fight like a demon just to keep Daniel from a major victory.

As my assaults took hold, however, some odd things happened. First, my column shifts along with some good dice were resulting in true slaughter in the town. Second, Daniel's dice seemed to have deserted him. Nevertheless by turn 18 of 30 I had already lost 20 steps. One more step loss and I would be stuck on the losing end of the game. I still had four more town hexes to clear, three of which were already contested.

Then the truly odd occurred. I was able to clear all four town hexes without any loss at all. During this time it became more and more likely that I could keep from losing another step. Daniel had several rolls on the 13 Assault column and not a one produced a 5 or 6 roll. In addition, I had some of the usual flotsam and jetsam of demoralized units trailing the battlefield which held up under bombardment until the guns were silenced.

Finally Daniel had to use some of his reserves to try to attack the small town and the hill behind it to try to shake my hold on those objectives since I was now in position to get a minor victory. One of his platoons got adjacent to one hill and I felt it was just too close and my forces were just weak enough to need to dislodge the unit. The unit (a full strength SMG) was disrupted but I had some massed mortars and, this really was Daniel's last shot. So I fired the mortars, caused a step loss on him and the unit was demoralized, completely ending the threat and securing my position. Indeed the step loss was the 101st point of step losses for the Soviets in the scenario (tanks count 2), meaning that I had caused five times the losses that I had experienced. This is pretty darn good.

The target of the mortar barrage did happen to be adjacent to one of my units but these are German guns firing and you need a one to have a friendly fire event so "what, me worry?" Yeah, I rolled a 1 but hey this is friendly fire, nothing ever happened on friendly fire, unless you roll a column 5, and snake eyes. It seemed somehow fitting. Earlier in the day, Daniel's wife Cara had stopped in and we had mentioned the situation that Daniel needed to cause one more casualty but that he had not been able to do so. We were able, upon completion of the scenario to point out that Daniel indeed had been unable to cause the casualty so I had gracefully done so myself. After all, since we were playing at Daniel's it seemed somehow crass to win simply because I was able to avoid casualties for something like9 turns.

Both Daniel and I felt that this was one of the more fun scenarios we have played. While I think that the early thunderstorm (it hit on the first possible turn) and my early losses made for a great deal of difficulty that won't always be felt by the German, that luck was more than countered by the multiple times that Daniel had a 1/3 or 1/6 chance of causing the last casualty and came up empty. I think Daniel said it best: in a tight contest there are usually 3-4 turns where the issue is clearly in doubt. In this one there were about 20 where our hopes rose and fell on every roll of the dice.

It has just got to be a "5"

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