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
Fanaticism No Substitute for Luck
Author thomaso827
Method Solo
Victor Soviet Union
Play Date 2015-03-21
Language English
Scenario BluD002

First game with the Blue Division expansion, and having read some other AARs, first thing to do while getting counters out was to randomly draw the 6 mine counters. The Russians are set up with 1 infantry platoon in each town/barracks hex, and then I placed an HMG in the northernmost and southernmost hexes of the 4-hex town on board 17. I left the two infantry and an LT in the 2-hex town as an outpost to warn the rest of the force to inrusion, and added the 37mm AA gun to the west-central town hex of the 4-hex town, as well as putting the mortar in the northeastern town hex there. I added the 2 47mm AT guns to the north and southwestern corners of the barracks. Since the Spanish needed to take 6 town hexes, I decided to ignore the stronger defences of the barracks and stick with trying to take the 2-hex and 4-hex towns. Spanish leader draw gave me my first inkling of what kind of luck they would have, with only 1 having a combat modifier and only 2 having a morale modifier, including the Spanish commander. I was able to set up the whole force to come in together on turn 1 using their chain of command, the commander and captain centered on the road, both with an extra LT, an Infantry and an HMG, then an LT to either side with 2 more infantry, and the Sergeant on the north end with the mortar and an infantry. The conact with the 2-hex town came immediately as the Sanish moved on, and the Russians disrupted the Commander and his stack for a turn but was quickly dealt with by direct fire and assault over the next two turns, that 2-hex town falling to the Spanish. Russian losses were 1 full platoon and 1 step of the other, and ended up being the only Russian losses for the game. Having taken the first 2 town hexes and regrouped disrupted troops, they split up to hit the 4-hex town from north and south, avoiding the 3 hexes of mines placed to the west of the town. This is where things deteriorated quickly for the Spanish, as the Commander and his troops lost several steps of troops and demoralized evreryone while the Russians shrugged it off. On the south side of town, the Spanish tried to envelope the side and rear of the town but started taking losses to direct fire and the 12 factor Russian oba. When the Sanish did manage an assault, the first fire of the Russians did a lot of damage, and the Spanish spent most of the rest of the game regrouping instead of doing damage while the Russians succeeded in drawing blood with nearly every shot and assault. Watching their leaders flee, several single step Spanish units showed their bravery holding out and even demoralizing several superior Russian forces but it didnt last for long. At the end of 21 turns, with 17 Spanish steps and 3 leaders gone, and only the initial steps of Russians lost, I ended the game since there was nothing strong enough to continue to try to take the 4-hex town. Interesting game.

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