Panzer Grenadier Battles on April 29th:
...none...
Half tide
Author leonard (Britain)
Method Face to Face
Victor Draw
Participants unknown
Play Date 2023-04-27
Language English
Scenario DeRa029

We play face to face using almost all optional rules but skipping logistic shortfall ;-) We also have assumed that all hill hexes were limiting terrain (3rd Ed rules). As the British commander, I’ve set up a force of tanks and infantry in the middle of the map around the road + another one as far as possible from the incoming Germans. The idea was to profit from the German necessary movement turns to dug in everyone and every tank. Some British Crusaders (with tank leaders) were also sent to meet and accompany the leaderless British tanks appearing (one platoon per turn) on the map edge, in the German flank. The German advance was rather careful as they began to fight with the flanking British tanks (Matilda) to prevent British crossfire advantages. Then, the large force of British reinforcements (Stuart tanks) appeared on turn 2. Given the impressive number of available British tanks, British counterattacks were launched through the German lines. A company of Crusaders tried to overrun two isolated German leaders but failed to eliminate them; they then pursued the PzIIs, killed two steps of them and missed the rest before being finally destroyed. The German infantry then assaulted one Matilda platoon and spent several turns to eliminate them. Since the German player had the initiative most of the time, he fired smoke rounds on every occasion (offboard artillery) to prevent all crossfire situations set up by the British tanks. Since one of the victory conditions of the British player is to reach 10 German steps eliminated, it seems a very lengthy process: 4 German steps were eliminated by midgame… British counterattacks are doomed if you use Stuarts: their armor is simply too weak and if I send a large number of them, the road defence will be compromised. Given the situation, the game didn’t changed much from one turn to the other. From turn 10 to 20, it became very static. Moreover, I got tired of these firing « possibilities » that only give results if you roll double-6…(or snake eyes in assault). The persistant need for such extreme luck whatever you do is not funny in the end. On turn 20, the German player began to dug in along a solid line barring the battlefield. Not a tank battle: it was Verdun in the desert! To that point of the game, the only tactic possible for the British would have been to wait for the last turns - when the German have no more chance to conquer all road hexes - to launch a suicide attack to try to reach the 10 casualties total. Too gamey… We decided to stop the scenario on turn 21 (30 max) and assume a draw. The scenario seemed interesting at first but the victory conditions are not the best possible since the initial situation is a draw and will stay that way unless one of the players becomes really careless…

0 Comments
You must be a registered member and logged-in to post a comment.
Page generated in 0.117 seconds.