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
In the twilight
Author thomaso827
Method Solo
Victor United States
Play Date 2015-08-14
Language English
Scenario AAAD002

Needed to wait to play this one until I could use a table long enough for the double board length. The two boards from scenario one are still there but another board is added to give the US troops room to approach from 2 directions, so I split the US force into 2 full battalions, giving each an engineer, one lead by the LTC, the other by the Major, and arranging them in order that the whole battalion could be moved as a group on the commander's initiative, letting the mortars trail behind once they were within 10 hex range of the town or the hills to the south of it. The French and Tunisians set up with the big guns in the northwest hex of the town, the Police and the Commandant in the southern hex with the AT gun, and an infantry and HMG with a Sous-Liutenant in the southwest hex, placed the mortars on a hill to the town's east, an outpost with the Sergeant, an infantry and HMG on the southwestern hill and the rest of the infantry with the remaining Capitaine and Sous-Lieutenants on the lager southwestern hill closer to the town, figuring they would block the battalion coming up from the south. The setup seemed okay, but luck was certainly not with the French dice this game. Even with the low US morale, they have to be hit before they can be demoralized or destroyed, and there were a few US platoons straggling after being demoralized, but the only US loss for the game was one of the Captains, while the southern force succeeded in getting onto the big hill and engaging in assaults and the western force succeeded in getting first a foothold in the town and then taking it completely. The surviving French (the really good 10-0-2 Capitaine seemed to be unstoppable) tried to move around the north side of the town and assault but in the dark, they were gunned down when adjacent to the town, leaving the Capitaine all alone again. Another force, lead by the sergeant, had succeeded in dragging the slow HMG and an Infantry unit to the south side of the town but suffered the same fate, losing all the troops while a demoralized Sergeant wandered the fields in the dark. The remaining 3 single step French infantry kept failing morale checks and were really in no position to assault anything for at least 2 turns if they had succeeded. The darkness helped the French more than it did the US troops as it allowed them to get close to the town in that last few turns before getting killed, where had they tried that in daylight, they would have been feeling the pain facing the US HMGs over 2 turns of fire instead of just the one. Really good scenario and like so many, one that could have changed drastically with a bit better luck to the one side. I gave a 4 because the outcome was pretty evident from turn 8 on after the US had completely taken the town, but there was still a chance for the French to contest at least 2 of the hexes so played it out to the bitter end.

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