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
AA guns rule the day
Author campsawyer
Method Solo
Victor United States
Play Date 2010-01-01
Language English
Scenario BaBu003

This is another short scenario that is great for learning. In the scenario the Germans must destroy the American 105mm gun. The problem it will be defended by a nasty self-propelled AA gun and the Germans don't have anything to deal with it. (Later note, if infantry AT rules are added this tips the balance heavily in favor of the Germans)

The Americans setup in the town to give maximum defensive advantage, the Germans must units on a roll of 5 or 6, meaning they will enter piecemeal. With only 9 turns, the Germans must move fast so it was hard to coordinate an attack. The M16 is just deadly with 24 factors for direct or Op fire. In my play, it was Op fire that ruled. Several step losses and demoralizations as soon as the German infantry got into range. Putting them in hex 0808 and they will rule the day. Only bad dice rolls can hurt the Americans. By turn 5 it was over 5 step losses for the Germans with one leader, the only one with a morale bonus, gave the Americans a decisive victory. The Germans were not going to be able to recover and mount any more attacks.

This was an early learning scenario so I have have not known the best tactics for the Germans, but a subsequent play after infantry AT rules were added in RtB, this made a big difference. I was able to get one German unit into an assault and us the AT on the M16. From that point on the Germans had the game.

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