Panzer Grenadier Battles on December 4th:
Desert Rats #31 - Young Fascists : The Morning Phase Red Warriors #18 - Shanaurin Strikes Back
Desert Rats #32 - Young Fascists : The Afternoon Phase Tank Battles #29 - Operation MARS #17: Shanaurin's Drive VI: Shanaurin Strikes Back
Heavy Metal #4 - Shielded Frogs
Two scenarios in one, how and when to abandon the town (US) or envelop it (NK) is the key.
Author petermc
Method Solo
Victor Draw
Play Date 2015-08-06
Language English
Scenario KWPP016

This is a unique scenario, with 11 full turns of NK tanks roaming around, with very limited US weaponry that can usually only hit on an 11 or 12.

But they can't earn many points doing so and they need to exit the board, so the real scenario begins on turn 12 and lasts for a mere 7 turns when a large NK infantry force, also very light on weapons but with some OBA, enters the board. This is a pull the rug out moment...the NKs will take 2-3 turns to march to the American lines, if the Americans haven't already pulled out. Either way they'll start to fall back; the alternative is to hold out in the town, that might be better but it depends upon circumstances. As the US falls back they try to avoid losses and avoid DEM results.

In my game the NK tanks rolled terrible dice in the early turns, took some hits and were generally unimpressive against dug-in or woods or town based US infantry. When the final assault came it was staggering, but I wasn't able to envelop the town quickly and enough US units escaped.

Finaly tally was 10 US steps lost and 7 NK tanks steps exited, for 17 NK victory pionts. The US had 12 non-DEM steps on the board at game's end, and hit 7 NK steps lost, for a total of 19 US points, resulting in a +2 Draw (you need 4 for the minor win).

The NKs did just barely demoralize a 2 step US unit on the very last activation of the game, saving a minor loss for them. On the US side, 6 of their 7 points from NK casualties were from tanks hit with early 11+ shots. The luck balanced out to a draw.

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