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
Help! Police! The Razakars are coming!
Author tlangston28 (Gurkha, India)
Method Dual Table Setup + Voice Chat
Victor Gurkha, India
Participants waynebaumber (AAR)
Play Date 2017-11-05
Language English
Scenario InUn001

This was a short scenario (by PG standards) as Wayne and I were able to complete the game in a little under 3 hours. Wayne mentions it and I have to agree that this boils down to a puzzle for both sides. where the Razakars must figure out how to possibly eliminate the police units and take the town while the Indians need to hold on until the reinforcments come in.

The Hyderabadi split their forces and grouped about 4 hexes from the town on both the east and west sides, south of the road. They started their attack by moving towards the north end of the town, which would prevent the Op fire from the Indians (setup in 0710) and force them to move if they wanted to engage. The Police did split up to try and achieve op fire opportunities but ultimately ended up in the same area of town (0610) where they were assaulted and remained there the rest of the game.

In the meantime, Wayne setup a defensive perimeter on the north side, digging in 2 units and attempting to dig in a third just outside of the town. The remaining Razakars filled in positions in the town. Unfortunately for the Hyderabadis, the Indians received their reinforcements on the first eligible turn and so they moved in. The tanks rolled right up to the dug in units while the infantry followed behind and were able to clear out one dug out but then they stalled as they could not clear the other. The infantry following split, with a CAPT and LT leading 2 Gurkha RIF units and a WPN unit moving to attack the one unit that was in the process of digging in while the MAJ and his 2 RIF units skirted the town to meet up with the Police force in 0610. The digging in unit stopped and was able to inflict the lone Indian casualty. The tanks meanwhile moved around the town to the west and then entered in 0810. They then assaulted into 0710 and held that unit in place until the Major and his Gurkha RIF were able to join them in a combined arms assault that essentially cut through the town. After several turns of assaults, the Indians were in control of 3 town hexes, had lost only 1 step while the Hyderabadis were down to 14 steps out of 32 and most of those were in disrupted or demoralized status in assaults that were being battled at 13, 24 or 30 to 1 or 2 in the Indians favor. They conceded on turn 13.

The key here for the Indians is how to structure their attack to take maximum benefit from the combos offered (better morale, leader, Gurkha and combined arms) in assault. Time plays a factor if the reinforcement rolls are not in the Indian favor. Wayne played to the best that he could, given the circumstance and did offer that it may have been better for him to stop attacking after the initial assault against the police as that would have forced the Indians to make the attacks at better odds for the Hyderabads.

In all, an ok scenario that I wouldn't play again unless I was teaching someone the game.

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