Panzer Grenadier Battles on May 3rd:
Afrika Korps #37 - R7, R6 and R5 Afrika Korps #40 - 18th Brigade, Part Two
Afrika Korps #38 - Eighteenth Brigade Grossdeutschland 1944 #20 - The Guards Attack
Afrika Korps #39 - A Costly Attack
Oui, Tres Desole!
Author treadasaurusrex (France)
Method VASSAL
Victor France
Participants goosebrown
Play Date 2024-04-12
Language English
Scenario LCDT002

This was an odd, fun-filled & action-packed 4-session play-through with the determined & opportunistic, goosebrown, leading the invading elements of the relatively green, US 2nd Armored Division. I played elements of the defending Vichy French 2nd & 3rd Battalions of the 7e Regiment de Tirailleurs Marocains south of Port Lyautey, Morocco. Both sides drew decent sets of leaders. We played with the smoke/illum, extended assault, strategic movement and excess initiative optional rules. In addition, we used the following three 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, 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 or down slopes hexes, and 3) Dug In Units on Slope Hexes are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on slope 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. We agreed that this rule set made for a simpler, less complicate and better play-through.

The initial session (game turns 1-3) featured successful US direct fire and shore bombardment action in the northern sector of the map that drove a defending Vichy infantry outfit out of the woods. This was followed by the arrival of the French reinforcement on the south edge of the map, led by their recon & armored elements that were quickly spotted by the forward elements of the advancing Americans. The French approach march split up on the east side of the long north-south ridge with one company of bold, R-35 light tanks moving up to the ridgeline in the north, to menace the American 81mm Mortar emplacement, while a second company moved to the southern edge of the same terrain feature. These were very risky moves, given the massive shore bombardment (OBA) support (1x50) for the GIs provided by the guns of the USS Savannah (CL-42). The Vichy French side had the initiative on all 3 game turns, so far, and were therefore able to use combat movement to close with the US force and attempt to pin & eliminate the US forward observer parties.

Our delayed, but very exciting, second session (game turns 4-7) was a grim one for the defending Vichy French side with 7 more steps of fragile infantry lost and 2 leaders eliminated. The Americans were favored by the PG Fates – and although they lost another 6 steps, and joined the French with a drop in initiative – the GIs were able to push back two close assaults in the rocky hex (78-0311). There were multiple long-range AT shots by both sides, with the French getting the slightly better rolls, eliminating all but one step of Stuart light tanks. Unexpectedly, there were no additional US Navy bombardments this session.

The hectic and deadly third session (game turns 8-10) was a grim for the GIs marked by the entry of American reinforcements on the north edge of the map and a series of AT firefights, most in crossfire situations. The French were able to close out an amazingly lucky close assault in the rocky terrain of Hex 78-0311 during the 8th game turn. Scrambling armor units of both sides jockeyed for positions to setup crossfires, with the French coming out ahead in the resulting shootouts, leaving only 2 steps of operational Stuart tanks scuttling across the north margin of the battle map. An additional salvo from the Savannah destroyed another platoon of exposed French ground troops during game turn 9. American step losses this session totaled: 11 and a leader, bringing the step loss tally to 17 for the US and 8 for the Vichy French side. The victory point score was now: 8 for the Americans and 17 for the Vichy French side. So far, there has only been a single turn in which the French were not able to utilize combat movement. There were a combined FOUR combat 7-die rolls thrown this time.

Our delayed, final session (game turns 11-16 ) featured some really terrible die rolling by both sides in what turned out to be a very grim session for the invading American side. The French lost the initiative rolls in 3 of the 5 remaining game turns, which by special scenario rules caused their combat units to lose the ability to use combat movement! Essentially, the French were frozen in place, and were not able to close with the enemy. Still, the remaining two steps of US Stuart light tanks were eventually eliminated in AT crossfires by French armored units during game turn 13. The dug-in GIs, and their supporting 81mm Mortar platoon atop the main north-south ridge were able to hold out to virtually the end of the game, being finally eliminated by close assault on the very last turn. Highlights of this session included a 5-game turn chase of an errant US Lieutenant across the south half of Map 78, before he was captured on the last turn. Unexpectedly, the entire US force was eliminated in this slugfest of a scenario, resulting in a major Vichy French victory.

We both gave this gamey & frustrating dog of a scenario a rating of 2, since it was fun to play with an entertaining opponent, but it is probably best suited for SOLO play, only.

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