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
Try, Try Again
Author thomaso827
Method Solo
Victor Germany
Play Date 2014-06-18
Language English
Scenario WiSo012

Great little 10-turn scenario. US needs to push the SS out of town and away from the north-south road, hoping the SS armor takes it's time arriving. While the US kept the initiative most of the game, the German armor arrived on turn 2, dispatching the US Sherman platoon quickly and making it difficult for the US troops. A stack of US infantry in halftracks assaulted successfully at first then luck turned against them, losing one halftrack, a platoon of troops and a good Lieutenant. As it came down to turn 8 and the Germans still held the town and 2 road hexes, it was time for the US to advance and try to push them out at bayonet point. Or at least I thought it was time. Probably waited a turn too long, and watched several stacks of US troops on the verge of assaulting get shot up. Both sides had lost enough that initiative was straight die rolls by turn 8, and the Germans won, giving the Panzer first shot, and stalling completely the one stack that had a better than fair chance of assaulting the town. An exchange of mortar fire and a bombardment from the US guns didn't help anything (in fact on turn 5 and 6, I suffered more friendly fire casualties than I inflicted on the Germans with those guns). Interesting scenario in a great module.

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