Panzer Grenadier Battles on May 1st:
Afrika Korps #27 - The May Show: Part One DAK '44 #6 - Taking the High Ground
Afrika Korps #29 - The May Show: Part Two DAK '44 #7 - Taking Back the High Ground
Afrika Korps #32 - Ras el Medauuar DAK '44 #8 - Rommel Resurgent
Afrika Korps #33 - The Counter-Attack, 1st May DAK '44 #9 - Night Flight
Atlantic Marines #5 - Get Off Your Ass Germany's Colonial Empire #1 - First Contact
Atlantic Marines #6 - Cover Your Ass Grossdeutschland 1946 #6 - Down to the Waterline
Atlantic Marines #7 - To Have and Have Not River Battleships #4 - The Eternal Enemy
Divisione Corazzata #7 - Tank Battle Waltzing Matilda #1 - Darwin's Theory
DAK '44 #5 - Left Jab
Hold a Slice of Couvains at all Costs
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Col. Sonichu
Play Date 2022-09-04
Language English
Scenario IN44002

This was a 3-session introductory scenario with the clever & adaptable Col. Sonichu commanding an American combined arms force. We used the optional smoke, consolidation, extended assault and excess initiative rules and the annoying fog of war rule. I played the defending, fog-bound, Germans in this over-long scenario.

The first session (game turns 1-4) featured a near-flawless American movement to contact marred only by accurate German OBA that eliminated a mortar platoon on the road on the north edge of Map 106 in the first turn. The US force veered to the left and proceeded to attack the garrison in Le Fresne. A step loss of US infantry to close range opfire did not slow down the methodical surrounding of the town. A successful close assault eliminated half the garrison, and liberated the eastern hex of Le Fresne (Hex 0803) during turn 3. A second close assault on the remaining German-occupied town hex initially resulted in the demoralization of the garrison commander who fled to the south in abject terror. This left only a single grenadier platoon and their intrepid, mascot snail: Laszlo. Between us, we threw a combined FIVE combat 7-die rolls this session.

The second session (game turns 5-9) featured a real thrashing for the Germans, beginning with the liberation of the last town hex in Le Fresne, although their pet snail: Laszlo, was able to escape by hiding in a fleeing grenadier’s pocket. The relentless and methodical US attack continued, pushing the Jerries further down the road and off the southeast hill on Map 106. A combined arms attack with M-5 light tanks drove the paratroopers out of their original position before they could dig in along the road. Step losses ended up at 2 for the Americans, and 8 for the Germans. US morale recoveries were almost always successful this session and the German initiative was reduced to zero. Between us, we threw and annoying THIRTEEN combat 7-die rolls this time.

The 3rd session (game turns 10-20) included a series of grim & costly close assault defeats for the Germans, ending with the liberation of the ALL but one town hex in Couvains (107-0807). The Americans methodically moved south and west, slowed only by the need to periodically recover morale from several scattered units. Combined arms attacks in Couvains eliminated the last of the German artillery and mortars, however, Lazslo, survived multiple close assaults in the last remaining Luftwaffe Captain’s hip pocket! The final step losses were 14 for the defending Germans and 7 for the seemingly triumphant American side.

Once again in this play-through, there were a combined total of THIRTEEN combat 7-die rolls this session. As a bonus, Col. Sonichu tied Tony Langston’s standing record (when playing me) with EIGHT combat 7-die rolls. By game end, there were only 6 FOW-shortened turns.

This scenario gets a 3 from me, primarily because it was fun to play, though too long. The flawed victory conditions allowed the Germans to sneak off with a minor victory, in what should have been a draw – given their very heavy losses. The Americans liberated Le Fresne and also controlled all but ONE town hex of Couvains, but they lost more than 5 steps in the process. The Germans mostly got clobbered nearly everywhere they tried to make a stand, but were able to hang on to the single town hex needed to ensure a minor victory.

My suggestions for a more balanced scenario is to revise the victory conditions and allow a higher level of US casualties (at least 7 step losses) while still requiring that Le Fresne be controlled, and also require that just 3 of the 4 town hexes of Couvains be occupied at game end. This scenario should also be shortened to about 18 turns.

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