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
Well, that was fast
Author J6A
Method Solo
Victor Draw
Play Date 2015-09-19
Language English
Scenario Saip003

This is a fast playing 8 turn scenario. In my case, it only went 5 turns, and might have been over in 4. The Marines spread out across the beaches, mostly within a hex or two of the coast, although a little farther in when it would get them a better LoS. I was mostly trying to make sure not to concentrate on one end only to see the Japanese rush the far beach and dig in and just try to hang on.

The Japanese concentrated on the bottom half of the map, attempting to rush one town and establish a bridgehead on the beach before the Marines arrived in force. I was playing the Marines as 8-3/4-3 despite having the original counters. I stacked both Japanese tank steps together, which was probably a mistake, in retrospect.

The Japanese rushed one stack of Marines and tied them up in melee. Despite their weaker strength, that 1 column shift in assault is big. The tanks got a shot in on one of the LVTs and reduced it a step. Unfortunately, that stopped their movement and this allowed 2 marine units to come in and assault them, eliminating both. So, that was 4 Japanese steps eliminated already. More melees ensued, including one where the Marines were on the 30 column and the Japanese on the 24. The Marines scored a 2, the Japanese a 1. And then the morale die rolls began. I think for the 7 units involved (2 leaders, 3 marine units, 2 Japanese units after I took both step losses on 1 unit), only one rolled less than an 8 on the morale check. This continued everywhere. The morale rolls were high, and units would not recover. The only die rolls that were low were the fire die rolls as Marines took their free shots against fleeing Japanese. Heck, I even disrupted an 11-2-2 Marine leader when he rolled boxcars on an M1 result (friendly fire from that attack also disrupted more Japanese units). By the end of turn 5 (maybe 4, I didn't realize this until later), the Japanese had lost 7 steps, the US 4 or 5. That meant both sides had reached their victory condition, so the scenario was officially a draw. Looking at the ending map (it's on CSW and in the Wargames on your Table thread for 09/2015 on BGG and the Wargamers group on Facebook), it looks like a disaster, with disrupted and demoralized units all over the place.

This was a neat little scenario. I think the Japanese should have put 1 tank unit in each of 2 stacks, which also would have helped with melee, and made them less vulnerable to suddenly giving them 4 step losses, and I think the Marines should have taken a couple of direct fire shots to try to weaken the Japanese before assaults. I will say that, as the Japanese, knowing I only had to kill 3 American steps to win, I was aggressive in forcing assaults. This also helped to partially cancel out the huge Marine firepower advantage.

0 Comments
You must be a registered member and logged-in to post a comment.
Page generated in 0.044 seconds.