Panzer Grenadier Scenario 10 | ||||||||||||
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This is a pretty notoriously onsesided battle. The only real entertainment factor on this one comes with running as a solitaire play and trying to beat your previous record in either time or step losses to take the objectives from the Russians. The shock and awe German troops have everything they could possibly want in this scenario, except air cover, which tbh doesnt account for much in early PG. They have tank swarms, fully motorized/mechanized infantry, and overwhelming OBA support. They even have a ton of AT guns to slow your advance and be annoying : ). The Russians have none of that, typical poor Russian moral, and special inhibiting movement rules because they really needed to be kicked when they were down. Contrary to the EFD version of this scenario, the Russians do not even have their horrid light tanks to attempt to clog the bridge with wrecks. As anyone who reads my AARs may know, I have a tendency to play conservatively on the attack that usually gets me into time trouble. Not even that could stop the Germans this time. By turn 5, they had cleared out the town on board 3, destroyed all enemy AT values on board 2, and were ready to assault the large town. They had destroyed 16 Russian Steps and taken no losses. It was only a matter of time before the rest of the town hexes were theirs. But in the end they even got to use their armored cars to take the back half of the town unopposed, which gave use to these normally irrelevant units (in 3rd edition at least). Did I mention the Germans have everything? From a two player perspective, I would give this a 1. It really is so horribly out of balance that no one should play it live against someone else. From a solitaire perspective, I gave it a 2 just for the "challenge run" aspect, and well... it feels cool to have an unstoppable force that shows just about everything that PG has to offer sometimes. |
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