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
A Hex Too Far
Author Matt W
Method Solo
Victor Germany
Play Date 2012-06-09
Language English
Scenario GofB027

As in the previous scenario, the Nisei are asked to create a hole three hexes wide in the German lines in order to reach some isolated units beyond the playing surface. The Germans start out spread across the map to keep the Nisei from having an easy space to move through and have two platoons hiddent behind an intentionally weaker area to try to suck the Nisei in.

The Nisei take the bait and attack towards the hidden units and begin having terrible luck with morale. As in the Italian campaign the dice seemed to know just when the Nisei were running out of gas and gave me fits trying to get enough good order units to accomplish the job.

This is a short scenario so there is little time to change your mind and head somewhere else to create the tunnel but the improvement in morale in one area gave me the chance to assault Banzai Hill itself successfully. This created a huge hole in the German line but the time it took to occur gave the Germans just enough time to move some units from both wings to the center and seal the hole in the very last hex of the map. If the map were one hex shorter the Americans would have had their tunnel through to the isolated unit but as it was it was just a little too far.

There was a ton of tension in this play, unlike the previous scenario. This one played more like the last one should have. Both are very short with time pressure weighing heavily on the Nisei. I give this one a "4" to reflect the tension of the game and the close result. This was a day of perfectly balanced scenarios (see the plays of War on the Equator 1 and 2 with Hugmenot, they were also last roll of the dice games).

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