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
Normandy hedgerows
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-08-25
Language English
Scenario AirI020

After looking through my old notes, I noticed I did not play this one. After looking at the setup I see why, the odd setup rule for the Germans. After a quick email to Doug, I was ready to go. (See errata for clarification). This is an interesting one for the Americans as they have an infantry force that needs to push through and capture a 17 hex area of the board without losing 7 steps. They do not have tanks, but do have high morale, OBA, and a greater number of troops. The Germans have some artillery, naming two mortars that were the bain of the Americans, as well as quite a few HMG's and half platoons that put up a fight.

The Americans enter the board from the south east while the Germans are setup around 0508. The Germans will try to move up and occupy as many hexes around 0406 as possible, dig in and let the Americans try to push them out. The Americans will need to run down the road and take as much ground before this happens. One other factor makes this interesting, the FoW is increased by two, so 14+ ends the turn. With only 18 turns, this could have an effect.

Turn 1 to 3 have the Americans moving onto the board. The Germans run up and take the town at 0605 as well as some of the hedgerow country to the north. The Germans also move up the half platoons to take the woods and some of the hedges in the middle of the board. The Americans take the town at 0803 and use this as a base to attack 0605 and the woods to the west. American OBA starts up on the town while German OBA disrupts units trying to get into the hedgerows. Eventually the German GRENs and Lieutenant in 0605 are demoralize and run. American paratroops move in to take the town. Meanwhile, flanking movements head west to try to get around the woods in the middle of the board, but German Op fire from a half GREN scores a kill on a airborne platoon, slowing the advance. The second flanking movement toward the north is slow as the hedges make it hard to get the HMGs moving more than one hex at a time. German Op fire is very accurate and disruptions and demoralization start to popup on the Americans. Returned fire is weak and the American are forced to burn valuable activations rallying troops. American assaults are weak as well, low rolls force longer than usual assaults, burning more time. Eventually the Americans break clear of the hedges in the south and are able to get into the woods. But to the north, the attack slows as the Germans move rallied half platoons back into hexes forcing the Americans to retake them again.

Several 2x kills from the American OBA quickly clears some stubborn Germans and they have half of the hexes occupied. German fire has taken a toll, 5 steps killed. But the Americans have inflicted 15 steps lost on the Germans. It comes down to the last two turns with the American pushing for the last few hexes, but the Germans have infantry, AA and AT guns dug in there. American OBA destroys some of the artillery but not before it demoralizes several of the advancing Americans. At this point and American victory is out of the question. The Germans have a chance if they can destroy two more units they will win. But unfortunately they cannot muster the firepower to do it. So the game ends with a German win. (Modified from a draw as I reread the VC and the Germans either deny the American VC or kill American steps.)

Generally a good scenario, forces are well balanced and tactics and dice rolls will decide the victor. Better American dice would have won the day, while clumsy American tactics can give the Germans a victory.

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