Panzer Grenadier Battles on April 29th:
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Defend the Two Hills for Il Duce!
Author treadasaurusrex (Italy)
Method VASSAL
Victor Draw
Participants waynebaumber (AAR)
Play Date 2023-03-13
Language English
Scenario DeRa031

This was a 2-session play-through with the boldly cunning and jaunty, Wayne Baumber, leading a pair of British & Indian task forces aimed at taking the upper crest of both Italian-held hills. I commended the remarkably stout, dig-in Italian defenders. Both sides drew decent sets of leaders for this encounter. We played using the excess initiative, consolidation and smoke/illum optional rules. We also experimented with the following 2 amended House Rules: 1) Standardized 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. 2) Dug In Units are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on hill, slope or wadi & gully hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – – unless they are marked with a spotted marker, see 8.22.

The initial session (game turns 1-8) saw a nearly flawless movement to contact by both Commonwealth task forces. The Indian battalion made contact first in the north, while the Scottish contingent moved more deliberately to contact using feints and an armored thrust to the south to keep the Italians guessing about their intentions. The Indians to the left curled around the Fascist positions on the northern hill, flanking the initial Italian dig-in positions, making good use of an effective smoke barrage in support of their infantry. During game turn 4, the Italian senior leader was captured in a daring snatch move by the Indians, forcing a decapitation reaction. The new Italian commander was now the Major located on the southern hill.

Meanwhile, the combined arms Scottish contingent carried out a similar approach to the southern hill mass, and their Valentine tank company maneuvered south to engage the rapidly displacing Italian garrison on the southern hill. Across the valley, the plucky Italians counterattacked successfully just below the east margins of the hill crest, after the Indians had aggressively secured 3 of the 4 hilltop hexes. Step losses by the end of game turn 8 were tied at 5 for the Commonwealth force and the defending Italians. The Commonwealth force’s initiative fell on game turn 7. The Italians were plagued by very poor combat dice luck for most of this session, including EIGHT combat 7-die rolls, compared to only 2 for the attacking Scots & Indians.

The second session (game turns 9-13) was characterized by successful Italian counter attacks on the northern hill, which enabled them to hold on in a single hilltop hex to the end. Wayne brilliantly managed his tactical withdrawals from contact on both hills. Highlights included the rescue & escape of the Italians portee naval AT gun and 2 fruitless pursuits of British & Indian leaders across the terrain. There was also a 10-shot set of long-range AT fire from the British armored contingent resulting in a single step loss to the remaining Italian L3 light tank unit. Final step loses were: 7 for the Commonwealth and 9 for the defending Italians in this unrealistic play-through. Italian combat die roling was notably ineffective this session. We mutually decided on a draw during the 13th game turn.

I give this one a generous 3, mostly due to my gracious & entertaining opponent. This scenario is more suitable for SOLO play, as the victory conditions need a serious tweaking and it's obvious that it was not properly play tested.

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