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
D-Day Commemorative Game
Author thomaso827
Method Solo
Victor Draw
Play Date 2014-06-06
Language English
Scenario AirR006

I wanted to do something from one of the scenarios to commemorate the 70th anniversary, and having just gotten Elsenborn Ridge and the Airborne book, I found this 10-turn gem to put on the table during a quiet day at work. Leader draw was a mix, with a US 10-0-1 captain and a 7-0-0 LT facing a German 8-0-1 captain, and 8-1-0 and 9-2-1 lieutenants. The draw for the two German strongpoints was left random since this was a solo game, and an occupied 4-4 strongpoint was at the northernmost location, which became the target for assault by the US captain, the full and the reduced platoons, while the 7-0-0 LT took the other platoon around to attempt to get to the town and the second strongpoint. By turn 3, the US captain was stuck in a close combat with the first strongpoint, and the second was determined to be unoccupied, giving the lieutenant the chance to take the objective early. The Germans reacted quickly by getting the 9-2-1 lieutenant, the Engineer platoon and an HMG into close combat. For the rest of the game both US elements ended up locked in close combat, the late arriving paratroops joining in to little effect. In the town, both sides inflicted morale damage to the other side, but little else. The good 10-0-1 captain and his troops stayed in an attempt to take out the strongpoint. Right up to turn 8, neither side pulled ahead, until a Demoralized German platoon failed a morale check and fled. Even then the town was still occupied by troops from both sides, with another stack of German platoons waiting to add their weight. With the objective still uncontrolled by either side, and without having eliminated fully even one step of troops from either side, the game ended at the end of 8 turns in a draw. I don't think I have ever seen so many die rolls of 1 in assault combat before. A fun game, few units, and another great little scenario for learning the system.

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