Panzer Grenadier Battles on May 19th:
Conquest of Ethiopia #30 - Ras Destà Strikes Again Fall of France 2 #28 - Sidi Brahim Again
Fall of France 1 #30 - Sidi Brahim Again Fall of France 2 #29 - Route Charlemagne
Fall of France 1 #31 - Holding the Flank Swallows of Death #22 - Fleeting Success
Fall of France 2 #27 - Allez! De Gaulle! Swallows of Death #23 - Stuck on the Sambre
A Smaller, but Very Intense Battle in Java
Author treadasaurusrex (Australia, Britain, United States)
Method Face to Face
Victor United States, Australia, Britain
Participants Tubac52
Play Date 2024-03-17
Language English
Scenario LBoP002

This was our second 16-turn scenario, designed by our own Peter Lloyd, that Tubac52 and I have tried in a face-to-face encounter. Like the previous one, this engagement lasted 4-sessions. This time I led the Black Force made-up of Americans, Australians and British units. Tubac52 ably led the attacking Japanese elements of the 16th Infantry regiment (2nd Infantry Division). Once again, Map 7 contained the Tjianten River that the Japanese must cross and push back the defenders that are entrenched in 7 strongpoints. This time the scenario did not arbitrarily end before both sides were ready. Both sides drew middling leaders and many were eliminated in this intense fight. We used the consolidation, excess initiative and extended assault optional rules and ignored the FOW. We used the following two house rules: 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) 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, across, or down slopes hexes. We think that these house rules added to the fun and improved game play.

This action almost began with the senior Japanese leader getting himself killed in the 3rd game turn. This decapitation, started an avalanche of leader losses with one lost each game turn until the 9th turn. We had never experienced so many consecutive leader losses in PG! Both Japanese tank platoons and British Mk, VIb light tanks were eliminated by armor piercing shots in a nasty tank-on-tank exchange ended by the US artillery. Again, Japanese morale recovery efforts were virtually always successful in this play-through. Four of the 7 Allied strong points were taken in costly close assaults. The other 3 entrenchments did not change hands and the Australian were able to recover one in a spirited counterattack that cost 2 leaders their lives. However, Lady Luck clearly favored the Allies in bombardment, AT and adjacent-hex firefights, especially after game turn 8. The Emperor began seriously running out of units at about game turn 13, although the Allied were also running very short by that point.

At the end, the Japanese were not able to exit 6 units off the east edge of the battle map, and in fact, only 2 of the Emperor's few remaining intact platoons were able to get more than 3 hexes east of the Tjianten (The River of Death in this play through. This result was remarkably close to a draw, but was much bloodier (longer game length) than our previous effort. The final step losses were an amazing 30 for the Japanese attackers and 7 leaders, versus 13 steps and 6 leaders for the Allies.

So, final victory went to the battered Allied side. We give this well-balanced, scenario an enthusiastic rating of 4! We both felt that this one is suitable for both SOLO and SHARED play.

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