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
Stalemate at Derna
Author triangular_cube
Method Solo
Victor Draw
Play Date 2018-06-23
Language English
Scenario AfKo009

I reserve ratings of "1" solely for scenarios that are fundamentally broken. This is one such scenario. The victory conditions call for the Australian/British player to control all hexes on a large size map except those in the far corner. With the limited time and force pool available, this task is only possible if the Australians spread out and comb the map with single unit patrols for most of the game, completely unopposed by the Italian player. Of course the Italians can do the same to combat this. (Did second edition, which I believe this was originally published with? have a different definition of control than third? Third dictates that the closest unit at the start of the game controls, and then occupying the hex flips it.)

I hate playing with "gamey" tactics, but here the Australians have no choice. They must play for a draw as their victory is basically impossible. This causes them to fall back and dance in the backfield, forcing the Italians to come at them, reversing the scenario. Even then, it is very easy to avoid contact with the Italians with the short scenario length, and large room to maneuver. This makes Italian victory also practically impossible.

This is a real shame, because there is a likely a good scenario here with some victory condition rework. Its a very nice change of pace to have equal morale Italians, and a unique terrain feature to deal with. Unfortunately, the scenario as is gets the dunce rating from me.

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