Panzer Grenadier Battles on May 20th:
Division Marocaine #4 - 1940: Fall of France Scenario 32: A Bridgehead Too Far Parachutes Over Crete #14 - Mournies
Fall of France 1 #32 - A Bridgehead Too Far Parachutes Over Crete #15 - Engineer Drop
Fall of France 2 #35 - Moroccans at the Bridge Parachutes Over Crete #16 - Late Effort
Heraklion #3 - Cretan Fury Parachutes Over Crete #17 - Engineer Breakout
Parachutes Over Crete #1 - Hill 107 Parachutes Over Crete #30 - East of the Airfield
Parachutes Over Crete #2 - By the Tavronitis Parachutes Over Crete #31 - Ready and Waiting
Parachutes Over Crete #3 - The Assault Regiment's Assault Parachutes Over Crete #32 - Second Parachute Regiment
Parachutes Over Crete #4 - A Pitiful Response Parachutes Over Crete #33 - Police Academy
Parachutes Over Crete #5 - Hostile Reception Road to Dunkirk #10 - Piper to the End
Parachutes Over Crete #10 - Agia Road to Dunkirk #11 - The Station Rifles
Parachutes Over Crete #11 - Drifters Swallows of Death #9 - Bridgehead on the Escaut
Parachutes Over Crete #12 - Pink Hill Swallows of Death #24 - The Locquignol Clearing
Parachutes Over Crete #13 - Ayia Prison Swallows of Death #25 - Out of the Mormal Forest
A Win is a Win, Comrade - No Matter How Ugly
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants Reconquista
Play Date 2025-05-17
Language English
Scenario PotE003

As others have reported: as published, this is a very ugly and deeply flawed scenario. Playing it with Peter's suggestions in mind, did indeed make it WAY more playable and fun - especially with a wily opponent leading the defending Sons of Nippon.

We used the FOW, consolidation, excess initiative, and strategic movement optional rules as well as Peter's suggestions for a better-balanced play through, that mostly broke out the way that he described it in his AAR. Except that the Russians actually prevailed in this very close-run battle. Casualties were EXTREMELY heavy in terms of step losses & leaders eliminated, for both sides. Loss of the senior Japanese officer in the 8th game turn proved a decisive turning point in our battle.

We also modified the scenario as follows: 1) The Soviets setup second, on their respective entry locations, no closer than 5 hexes from the nearest Japanese outfit, 2) The artillery clock started on the turn of the first fire mission, and 3) The Soviets were only required to clear a SINGLE map board.

Less exciting and more tedious than we thought this one would be, it nevertheless almost ended in a costly draw. This one is in serious need of a major rewrite to improve both playbility and balance. Given its limitations, we thought it more appropriate for SOLO play. I give this one a 3, mostly thanks to my hard-fighting opponent's lively play. As published, this dog deserves a lower rating of 2, at best.

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