Panzer Grenadier Battles on May 1st:
Afrika Korps #27 - The May Show: Part One DAK '44 #6 - Taking the High Ground
Afrika Korps #29 - The May Show: Part Two DAK '44 #7 - Taking Back the High Ground
Afrika Korps #32 - Ras el Medauuar DAK '44 #8 - Rommel Resurgent
Afrika Korps #33 - The Counter-Attack, 1st May DAK '44 #9 - Night Flight
Atlantic Marines #5 - Get Off Your Ass Germany's Colonial Empire #1 - First Contact
Atlantic Marines #6 - Cover Your Ass Grossdeutschland 1946 #6 - Down to the Waterline
Atlantic Marines #7 - To Have and Have Not River Battleships #4 - The Eternal Enemy
Divisione Corazzata #7 - Tank Battle Waltzing Matilda #1 - Darwin's Theory
DAK '44 #5 - Left Jab
So Close, and yet...
Author Matt W
Method Solo
Victor United States
Play Date 2012-02-20
Language English
Scenario GofB011

The Go For Broke scenarios are falling into a pattern. The Nisei move forward briskly, take losses, assault and win. Typically the scenarios are not particularly close run things. In this play the result was the same (a major American win) but it came down to the very last roll of the dice on the last turn due to an insanely tough Luftwaffe captain with two platoons of infantry. If the final assault had not rolled a 5 or 6 (it rolled a 5) the German troops would have been able to stave off both American victory conditions and since the Americans lost 5 steps in the first 5 turns the final result would have been a major German victory.

In general, the dice favored the Germans but the hidden 20mm and infantry did not have the impact that I had hoped when I put them in the fields next to the north south road and patiently waited for the Nisei to get caught by Op Fire.

An interesting sidelight is that the American advantage in artillery is not always useful, as in this case, if the requirements are to assault early and often. Once the Germans had taken sufficient losses there really weren't any significant targets.

One possible approach for the German player would be to hide their troops off the beaten path and advance to contest the road or the town late in the game. Playing solo this is not an easy approach to test. For those playing another player such an approach could provide a win.

A fun small scenario with a lot going on. I give it a "4".

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