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
Flights have Been Seriously Delayed
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants ACav
Play Date 2024-03-31
Language English
Scenario NiSi006

This was a 3-session, fairly-wild play-through with the intrepid and cunning, ACav leading the attacking Japanese side. I played the defending American paras in what ended as a US victory. Both sides drew middling leaders. We played with the FOW and excess initiative optional rules.

As others have reported : "The only thing that will help the Japanese in this scenario is to close fast and charge to assault hexes."

There was no traditional movement to contact as both sides were under fire immediately and casualties rose very quickly. The Japanese owned our second session that included a US senior leader lost, but took a heck of a thrashing in the first and third, especially among their lower-morale regulars. The Japanese paras were much more resilient and nearly pulled off a draw if we had paused at the end of our second session. We lost track of the numbers of: adjacent-hex firefights, close assault waves, morale recovery failures, and combat 7-die rolls. There were 13 FOW-shorteneed game turns that truly played havoc with Japanese attack sequencing & materially benefited the American defense. US counter attacks eventually prevailed in the two airfields. The final step loss tally was: 21 steps and 3 leaders for the Japanese, and 8 steps and 3 leaders for the GIs.

This one got a 2 from both of us, only because it was fun to play with a challenging & entertaining opponent. Too unbalanced for shared play as published, save this one for SOLO play only, The victory conditions would benefit from a rewrite.

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