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
Hammer
Author Matt W
Method Solo
Victor United States
Play Date 2012-06-06
Language English
Scenario GofB026

If there are only eleven turns and you've got to puch a hole in the opposing line you need to have the Nisei as your attacking force. Tons of firepower combined with top of the line morale gives you the ability to close with the defenders with good order troops, get into the assaults after hitting the Germans with artillery and direct fire and chasing whatever remains away. This was essentially over on turn 8 as the armored engineer company which came in support of the Volksgrenadiers was, in turn, chased away. The surprising thins is that the Nisei really didn't have good luck with the dice.

The Germans, however had hideous luck, barely knocking out 4 steps of Nisei while losing nearly 15 of their own with most of the remainder demoralized. Even after the Nisei stumbled into the hidden company and suffered the usual staggering Opportunity Fire at one hex range the Germans were incapable of slowing the Nisei.

I rank this a "3" because it correlates to the other games I am playing now which cover the American Civil War. Usually PG games are quite fluid but this one had lines which moved as assaults were made and troops recoiled from the contact. It looked very 19th century to me as a result. Still a fun infantry assault.

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