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
Rommel get across the Meuse, takes Paris, wins the war but loses the battle
Author waynebaumber (France)
Method Dual Table Setup + Voice Chat
Victor France
Participants campsawyer
Play Date 2014-08-11
Language English
Scenario FaoF008

Played over the last 6 months against Alan using Skype, this scenario depicts the iconic moment of the Battle of France when Rommel's troops cross the Meuse using a improvised bridge over a river lock to turn the Allies flank. This is a big scenario with both side having lots of INF, good OBDA the Germans though have three tank platoons and a plenty of ENG to build bridges and assist in town assaults at the end of the game. The French have no A/T capability but the VC for the scenario are pro French. My initial plan as the French was to advance and try and contest the small bridgehead that the Germans had thrown across the river at the start of the scenario, this plan failed as the German drove off the French forces with ease. The French then fell back and tired to create a sound defensive line to contain the growing bridgehead as by now German Eng had thrown a further bridge over the Meuse this line was breached as the sun came up, the road to the West was open. I then made my only good decision in the entire game I swung my whole force to the North pivoting on an entrenchment, which was still holding out on the river bank, to form a third line to protect the town where I planned to make a stand and win the game. This line was to trade land for time and drop back one hex a turn to avoid assaults but hopefully slowing the German juggernaut. The German commander saw what I was trying to do and tried to throw another bridge over the river to my rear but now the sun had fully risen and accurate artillery and MG fire foiled the move. Meanwhile to the south the French line buckled but did not break. However by now all the German AFV's were in action and the brave (ish) French INF line finally broke all the Germans had to do now was take the one town with French forces still intact and a well deserved victory would be theirs. Just before the assault I did though have chance to get my best leader a 11-1-2 Captain in to the rear of the town in order to assist with the morale of the garrison. As the Germans stormed the town there was furious hand to hand fighting the Boche were inflicting casualties on every town but those French just would not break and time was running out for Rommel. Finally the last turn arrived with just one hex in the town still holding out, the last assault went in with artillery also pounding away but all in vain as by game end one solitary ING platoon was still holding out shaken but not stirred. Well this was an excellent scenario, going down to the last GT made for a very tense situation. The VC do not allow for a draw, if the German side fails to gain their objectives then they lose, the fact that the German lost 14 steps to the French 40 plus is ignored. The last German assault was on the 30 col and Alan rolled a 6 he would have won, but as he only took one step which was my reduced unit my Captain Fantastic ensured the the remaining INF unit passed his M2 morale check with ease. Great fun if somewhat unhistorical.

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