Panzer Grenadier Battles on May 2nd:
Army Group South Ukraine #5 - Not as Planned Broken Axis #20 - Târgu Frumos: The Second Battle Scenario 9: Day of the Gunners
Army Group South Ukraine #7 - A Worthless Diversion Broken Axis #21 - Târgu Frumos: The Second Battle Scenario 10: The Lion's in Town
Army Group South Ukraine #8 - Panzer Lion I: The Main Thrust Broken Axis #22 - Târgu Frumos: The Second Battle Scenario 11: Valley of Fire
Army Group South Ukraine #9 - Panzer Lion II: Targu Frumos Grossdeutschland 1944 #18 - Mount Hushenei
Army Group South Ukraine #10 - Panzer Lion III: A Promising Start Grossdeutschland 1944 #19 - Tank Battle at Ruginoasa
Broken Axis #15 - Târgu Frumos: The Second Battle Scenario 4: Questionable Effort Panzer Lion #1 - Those Brave Boys
Broken Axis #16 - Târgu Frumos: The Second Battle Scenario 5: Failure on the Flanks Panzer Lion #2 - Corntesi Town
Broken Axis #17 - Târgu Frumos: The Second Battle Scenario 6: Primary Objective Panzer Lion #3 - Facuti Town
Broken Axis #18 - Târgu Frumos: The Second Battle Scenario 7: Târgu Frumos Panzer Lion #4 - Polieni Town
Broken Axis #19 - Târgu Frumos: The Second Battle Scenario 8: Combined Arms Panzer Lion #5 - Clearing the Valley
Tien Bon au Dernier Homme!
Author treadasaurusrex (France)
Method VASSAL
Victor France
Participants CavDo
Play Date 2023-02-14
Language English
Scenario LCDT001

This was a fast-paced, 2-session play-through with the undaunted, CavDo, ably leading the American invaders. I led the under-equipped Vichy French defenders in this introductory scenario. We used the excess initiative and extended assault optional rules, and experimented with these 2 house rules, which made for much smoother unit movement: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standard Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up or down slopes hexes. Unexpectedly, the French drew a better set of leaders than the Americans. Together, we threw only 9 combat 7-die rolls.

As others have reported, French armor established itself in the town. The Americans came on in two groups from the north edges of the battle map and were able to push out the French garrison by the end of game turn 4 in a series of costly close range firefights & close assaults. This effort was characterized by multiple US morale failures and the elimination of a platoon of Stuarts. With the onset of limited visibility, and the arrival of reinforcements, the French mounted a spirited counter attack and regained the town in the penultimate game turn after fierce fighting. The result was a hard-fought, French victory.

This was a fun-to-play, introductory scenario that is suitable for both SHARED and SOLO play. I give it a 4.

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