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
Hold the Refineries as Long as You Can
Author OldPueblo (Britain, Netherlands)
Method Face to Face
Victor Japan
Participants treadasaurusrex
Play Date 2024-02-28
Language English
Scenario NiSi004

This scenario was played face-to-face in 8 sessions with the ferocious and canny Treadasaurus leading the high-morale, attacking Japanese contingent. I lost the card draw and played the hard-pressed Allies in this one-sided and overlong scenario that was all about holding some widely-scattered, airfields and refineries. My opponent did not the overly complicated paradrop rules, and I didn't like the poor play balance, which I guess was at least realistic for this dark time in early 1942. Others have filed AARs on this scenario, so I will only mention a few highlights.

The Emperor's paras arrived piecemeal, in different stages of morale, and mostly scattered. They took at least 5 turns to get organized and consolidated. I probably should have rushed them as soon as possible, but hung back thinking that It was more important to let them come to my dug-in, and town-or-airfield-holding garrison defenders. I also should have blown up the refineries as the first order of business, to free up troops to try and flank the advancing Sons of Nippon. Time was only on the side of that Japanese, and though we had 8 FOW-shortened turns, the Allies could have used many more. I lost key leaders in counter attacks that devolved into very costly, multi-turn close assaults. Only in the north quadrant of the battle map did I have success at inflicting significant step losses on the invaders.

In the end, the Japanese won a major victory, 28 points to 6 in this rather awful, lop-sided battle, that could use a rewrite. This scenario is much better suited to solitaire play, IMHO.

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