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
We didn't need a third try charm
Author J6A
Method Solo
Victor United States
Play Date 2009-07-05
Language English
Scenario AirI008

NOTE: For a long time, I played the morale rules wrong, with units just needing to roll their morale or less to recover, not less than their morale. This is reflected in some of the commentaries.


Deployment


This is the first really big scenario in Airborne, and has all of the elements of Panzer Grenadier. Infantry, tanks, on board and off board artillery, fog of war, etc. The German group in 1016 has a 10-1-0 lieutenant and a 9-1-0 captain. Their objective is to interfere with the troops from the lock and keep them from infiltrating through the swamps and also to attempt to reinforce hex 0412. The group in 0412 has an 8-0-1 lieutenant and they have an easy job…just sit in the town and wait for the Americans. The group in 0604 has a 10-0-1 major, and lieutenants with ratings of 8-0-1 and 8-1-0 along with 1 ½ grenadier platoons. Another grenadier platoon, the HMG platoon and the 75mm IG along with an 8-0-1 lieutenant are set to defend 0803, while another 8-1-0 lieutenant and a grenadier platoon dig in in hex 0805. The group in 0608 has a 9-1-0 lieutenant colonel, a 10-1-1 captain and a 9-0-0 lieutenant. The lieutenant and the mortar set up in 0509, the captain, a grenadier platoon and an HMG in 0708, and lieutenant colonel and 1 ½ grenadier platoons in 0707.

On average, the German reinforcements should arrive by turn 6. By this point, there is a 625/1296 chance that they will arrive. The general plan is for the tanks and armored car to cause as much damage as possible and then fall back into 0412. The only way for American armor to approach the town is over the embankment, and the Germans will get point blank shots on them.

For the Americans, the troops at the lock will try to slow down German reinforcements heading for 0412. Because the lock doesn’t figure into the victory conditions, I’m prepared to abandon it if the need arises. However, right now it does give a good enfilading position on German troops. I am going to send the colonel (10-1-1) and 2 platoons towards 0412, while the 2nd lieutenant (9-0-1) stays at the lock with the reduced platoon, full strength platoon and HMG.

The 1201 group has a 10-0-1 lieutenant colonel, a 9-0-1 1st lieutenant and a 9-1-1 2nd lieutenant. Using the hedges for cover, they are going to circle towards the two northern towns with the turn 1 reinforcements. The mortar and 75mm are just going to pound the town, getting at least one shot over open sights, while the jeep will shuttle the 57mm anti tank guns to where they are needed. I later realized that I had made a mistake and put the 75mm behind hedges on all sides, so the jeep could never get in there to move it to a new position. Its 40 hex range covers the entire map, I just wasn’t able to combine it with the mortar for a better shot after a while. It’s a priority to keep the engineers out of harm’s way as long as possible as if they can blow the bridge, its an instant victory for the US.

There are no step loss issues in this scenario (past lowered initiative) and the US has a significant step advantage (53 steps available compared to 42 German) so the US will attempt to rush forward and blow away German troops and not worry so much about casualties.


Turns 1 -3


On Turn 1, the Americans do receive their OBA, however the German OBA makes the first impression, demoralizing a battery of 57mm guns. Meanwhile, the troops in 0803 kill off a step of paratroopers and when US on board and off board artillery returns fire, it disrupts or demoralizes most of the units in the town. Americans swarm towards the town, hoping to catch the Germans in a poor morale state. On turn 2, the US gets on board artillery again and it targets 0803 but misses, giving the Germans a chance to recover, and all units improve a step (2 of them thanks only to the presence of a leader). The US closes in for an armor assisted assault. On turn 3, the German reinforcements do not arrive, and the US does not get OBA. The Germans have 3 initiatives before the Americans move, and they start off by assaulting 0803 with a platoon of paratroopers, a paratrooper HMG platoon and the Shermans led by the 2nd lieutenant. They have 26 firepower points and fire on the 24 column, while the Germans fire back on the 18 column. Each side inflicts a step loss, with the Americans reducing their HMG and holding morale, and the Germans taking a step loss of grenadiers and seeing everyone but the infantry gun get demoralized. They attempt to recover, and only the leader does, while the HMG and grenadiers fleet the town (the lieutenant voluntarily demoralized to go with them) leaving only the 75mm IG to defend 0803. Both sides trade other fire, mostly ineffective.


Turns 4-6


The Americans don’t receive OBA again (now 2/4) and the German reinforcements don’t appear. The Germans get 2 initiatives on the Americans, and attempt to rally the troops from 0803. The leader and grenadier rally, the HMG does not and flees to 0705. On the 2nd activation, a captain and 2 platoons assault the paratroopers in 0614. The US gets first fire and disrupts both platoons, and the Germans miss completely. Back at 0803, the US assaults the infantry gun and it holds tough, and in fact demoralizes the paratrooper and HMG platoons in the hex. Even though the gun is valiantly holding on, its not stopping the Americans from slipping around the town, and they assault the troops that fled to 0804, demoralizing the leader and the grenadiers. The paratroopers lose another step advancing on 0603. Fog of war ends the turn after 8 German and 6 US activations.

On turn 5, the US OBA is nowhere to be seen (2/5) and neither are the German reinforcements. The Germans grab the initiative and assault 0614 again, losing their captain in the process. The Americans finally clear 0803, capturing a lieutenant. Fire from dug-in Germans in 0705 is a snake eyes and gets a 2X on the troops in 0704, resulting in a 2X! Nothing else big happens, and the turn ends after 7 US and 6 German initiatives.

Turn 6 shows no signs of either the German reinforcements or the US OBA (2/6). The Germans grab the initiative and expend a lot of ammo on the US troops to little effect, while the US spends most of the turn rallying and moving for position. The turn ends after 14 US and 9 German activations (the Germans passed a bunch of times). Step losses at the end of turn 6 are 5 for the US and 3 for the Germans.


Turns 7 – 9


On turn 7, the US OBA finally decides to show up (3/7), not so the German reinforcements. The US also gets 2 initiatives on the German. Tanks and paratroopers begin blasting away at the dug in paras. The tanks roll an 11 with 17 firepower and the paras roll a 12 with 11 firepower, killing a step of greandiers and demoralizing others. The Americans lose a step advancing on 0509 and then the German OBA takes out another step by rolling a 2. The turn ends after 9 US and 6 German activations. Step losses are 7 for the Americans, 4 for the Germans.

Turn 8 sees the US OBA show up again (4/8) while the German reinforcements miss their 6th consecutive roll (only a 33% chance). The Germans grab the initiative and recover in 0705. The Americans are now assaulting back in 0614 and take out a grenadier step. Other than that, its not an exciting turn, despite 13 US and 8 German activations.

Turn 9 has more US OBA (5/9) and still no German reinforcements (28% chance). Fire into 0509 demoralizes the HMG and disrupts the grenadier, and when the Germans reinforce, that GREN gets demoralized. The German forces in 0705 and 0604 combine fire on 0704 and get to the 45 column (23 firepower + 2 shifts for adjacent) and rolls a 5 to kill another step of paratroopers and a captain. The Shermans are disrupted and the remaining paratroopers demoralized and they flee the scene. The turn ends after only 7 German and 5 US activations, with step losses at this point 8 for the US and 4 for the Germans.


Turns 10-12


The US OBA makes another appearance (6/10) while the German reinforcements are still sleeping in (only 23% chance of taking this long to enter). The Germans have 2 initiatives and the 45 column attack goes off again, demoralizing the HMG and disrupting the leader and then return fire from the Shermans demoralizes a platoon of grenadiers and the lieutenant colonel. Other than that, there are no major events, and the turn ends after 12 American activations and 9 Germans activations. Turn 11 has no US OBA (6/11) and no German reinforcements, and its now down to a 19% chance this would have happened. The Germans are starting to worry that the reinforcements may get there too late to help the battle. The feeling increases after the Stuarts and 2 full platoons assault dug in but morale deficient Germans and eliminate more grenadiers. The Germans abandon 0604, leaving 1 reduced platoon in the town to buy some time. The turn ends after only 9 US and 7 German activations, although thanks to subordinate activation, virtually every unit was activated anyway.

Turn 12 sees more US OBA appear (7/12), which is nice, although it hasn’t been all that effective. And finally the German reinforcements appear on the 10th roll It was only a 16% chance that it would take this long, and the Germans really need these guys. The Americans continue to assault 0705, eliminating an HMG step. After coming under heavy fire from 0509, the Americans withdraw to wait for tank support. The German reinforcements stream up the embankment and towards 0412. The turn ends normally, with each side having taken 8 step losses so far.


Turns 13-15


The US finally clears 0705 on turn 13, destroying the HMG and capturing the lieutenant colonel. 0604 is also cleared out. For the 2nd straight turn, fog of war does not end the turn. On turn 14, the USA OBA makes another appearance (now 8 of 14 turns) and both sides take a breather. Troops begin to dig in and prepare for the next phase of the battle. In 0614, the US tries to clear out the stubborn grenadiers and doesn’t dislodge them, however another reduced grenadier platoon is eliminated. The US gets OBA again on turn 15 (9/15) and with an initiative advantage continue their advance. The Shermans lead an assault on 0607 and eliminate an HMG step. The Germans evacuate the hex, leaving the disrupted HMG to cover their withdrawal. The grenadier in 0609 refuses to recover. On the German side, 0614 is reinforced with another reduced platoon. German mortar fire disrupts 2 platoons in 0507 and follow up fire from 0509 eliminates a paratrooper step. However, as happened so many times, the rest of the paras keep their morale intact. Combat in the swamp intensifies, all at point blank range, and there are morale checks galore. The turn ends normally, and at this point the step loss count is 9 for the Americans and 12 for the Germans. With the Germans having a smaller force in the first place, this is a strain on them.


Turns 16-18


The US continues their luck with the OBA, with it appearing again on turn 16 (10/16) and the US also has the initiative and reinforces the assault on 0614. The Germans get first fire and demoralize a platoon, so the assault is effectively the same. The remaining US troops then assault, and the reduced platoon, which did not get first fire (it was not dug in) also fires back, only on the 3 column. The Americans roll a 6 and get a “1” result, killing the reduced platoon and demoralizing a lieutenant. The grenadiers roll a 5 for an M1 and disrupt one platoon, and the US dodges a bullet as the demoralized platoon rolls 2 over its adjusted morale (3 over would have caused a step loss). Then, the turn ends on the first fog of war roll before most units have moved. Turn 17 sees no US OBA (10/17) and once again the US has the initiative and renews the assault on 0607 while the leader recovers. The Americans kill off the HMG and clear yet another hex. And for the second turn in a row, the turn ends on the first fog of war roll! Again the US advance is stymied.

Turn 18 has no US OBA again (10/18) and for the 3rd straight turn, the Germans and Americans roll the same number for initiative, however the Americans still get a +1 to the roll and get first activation. They close in on 0509, coming under heavy German fire. After a lot of back and forth, this turn goes the distance, with 10 activations per side.


Thoughts at the 1/3 mark


At 52 turns, 18 turns in is about 1/3 of the way. The US has 28 units left (11 PARA, 5 PARA (reduced), 1 PARA ENG, 2 HMG, 2 HMG (reduced) and M4, an M5, 2 57mm, 1 81mm and 1 75mm) for a total of 92 infantry firepower points and 2 AFVs, 2 ATGs and 18 on board artillery. They have suffered 9 step losses of 53 at start. The Germans have 17 remaining units (7 GREN, 1 GREN (reduced), 1 ENG, 2 HMG (reduced), 1 MTC, 1 PZIVF2, 1 Sdkfz 222, 1 50mm ATG and 2 81mm). That gives them 63 infantry firepower points, 2 AFVs, 1 ATGs and 16 on board artillery factors. They have lost 14 of their initial 42 steps. They have been pushed back to the swamp and the Americans are grinding them down. The Germans have a defensive advantage, however the US has superior numbers and superior morale and superior leadership. Can the Germans hold on? The late arrival of the reinforcements likely cost the Germans, as their tanks are better than the US tanks and the armored car and motorcycles were never able to use their mobility on the far side of the swamp. The armored car especially could have been dangerous, as nothing on the US side is close to its speed, and it is immune to small arms fire, meaning it could have caused havoc in the US rear areas. The 57mm ATGs might have kept it at bay, as they have otherwise been pretty useless. This scenario is far from decided at this point.


Turns 19-21


There is no US OBA on turn 19, bringing the Americans almost into line with 10 successes and 9 failures on a 50/50 shot. 2 rounds of fire into 0509 cause a grenadier step loss, as the first fire demoralizes a unit, and then it fails its morale check by 3 on the second fire. The German return fire disrupts one paratroop platoon and German off board artillery demoralizes another, however for the most part, the very high morale of the American troops holds up, and the turn ends normally.

The US does get its OBA on turn 20 (11/20), although it misses its shot at 0509 (and does not hit any adjacent friendly troops). The US then assaults the town with the Stuarts (M5) and 2 paratrooper platoons. Both sides are on the 18 column and both sides roll a 6 for 2 step losses. The Germans have one GREN wiped out and the other disrupted, while on the US side one paratrooper platoon and the Stuarts are reduced. The Stuarts also demoralize. Down in the long assault on 0614, one paratrooper is demoralized, however the grenadiers are reduced and the lieutenant leading the defense is killed. The turn ends after only 7 US and 5 German activations.

On turn 21, the US gets the OBA again (12/21) and again its not very effective. The Americans attempt to finish off the grenadiers in 0614 and only succeed in disrupting them. The Shermans, a reduced HMG platoon and a paratrooper platoon fire into 0510 and kill off a step of grenadiers, while on the German side, heavy fire from 0412 and 0513 kills a step of paratroopers in 0612. In 0509, the US attempts to rally, however the Stuarts fail their morale check and flee the assault. The turn ends after 8 US and 7 German activations. At this point, step losses are 12 for the US and 19 for the Germans.


Turns 22-24


Turn 22 sees the Americans receive OBA for a 3rd straight turn (13/22), however its again ineffective, and except for finally clearing out 0614, it’s a very quick turn, as fog of war ends the turn on the very first roll. On turn 23 the US has to go without artillery (13/23) and renews its assault on 0509. They are on the 13 column while the Germans are on the 9. The Germans roll a 6 (1 step loss) and the US a 3 (M1). The Germans hold firm, while half a platoon of paratroopers die and the lieutenant colonel is disrupted. Farther south, heavy fire into the swamp kills another step of paratroopers and demoralizes a Captain. The Stuarts continue to be demoralized. All this in just a few activations, as for the 2nd straight turn, the first fog of war roll ends things!

Turn 25 again sees the US without OBA (13/24) and the Germans grab the initiative and use it on some fire that doesn’t hurt anyone. The US hits 0509 again, now on the 18 column while the Germans are on the 9. The US rolls a 6 and wipes out the remaining grenadiers and captures the captain, while an M1 result from the Germans demoralizes the Shermans, a platoon of paratroopers and the lieutenant colonel. The turn ends after 11 US and 6 German activations (the Germans are doing more mass activations and are running out of units). After 6 hours of battle, the Germans have suffered 23 step losses and the US has suffered 14.

At this point, the US has 13 2 step units remaining, 9 reduced units and 4 artillery units, for 39 steps. The Germans have 6 2 step units, 3 reduced units and 3 artillery units, for 18 steps.


Turns 25-27


Turn 25 sees the US get its OBA back (14/25) and it once again doesn’t do much. This is mostly a positioning turn, although heavy fire from 0613 and 0614 does kill off a reduced German HMG platoon. Back in 0509, the Shermans are still demoralized, which may delay an assault on the objective hex of 0412.

The US gets its OBA again on turn 26 (15/26) and it starts pounding 0412, however its only 18 points, and with 1 shift left (-2 for town, +1 for 3 units) its not doing a lot besides making the Germans hunker down a little more. The Shermans still stay demoralized, which is frustrating, so the Americans send the Stuarts to 0410 to help with the assault down the embankment. The Germans have a lot of firepower in the town, however it isn’t able to see anything because of the embankment and because none of the Americans advancing through the swamps have fired, so they haven’t been spotted.

On turn 27, us OBA pounds 0412 again (16/27) and heavy fire demoralizes both German units in 0411. That gives those units something in common with the Shermans, who staunchly stay demoralized. Other than that, things remain pretty static. There as a lot of fire, a bunch of morale checks, and no major changes in the overall situation. At the end of the turn, the Germans have lost 24 steps, the US has lost only 15.


Turns 28 – 30


The Germans get a break from the US OBA on turn 28 (16/28) and prepare for the American advance. At least most of their remaining troops are good ones, and they manage to inflict step losses on the paratroopers in hex 0614 and 0612. For their part, the only major event this turn (besides the Shermans remaining demoralized) is the assault on 0411 that eliminates the HMG and causes the major to retreat back to 0412. The Americans are finally next to their objective.

There is no off board artillery for a second straight turn on turn 29 (16/29) and the Germans grab the initiative. The PZIVF2s in the town make short work of the remaining Stuarts (which apparently gives the Shermans more incentive to stay demoralized, which they do) and the other fire from the town demoralizes the HMG and disrupts the paratroopers in 0411. The Americans advance more troops into position.

On turn 30, the off board artillery shows up and starts doing counter battery fire against German mortars. There are too many troops near 0412 to risk friendly fire. However, that’s later in the turn. The Germans roll a 6 for initiative and the US a 2, for a 2 initiative bonus for the Germans. The troops in 0412 unleash their fury on an approaching stack of 3 paratrooper platoons in 0411. They have 22 firepower points and 2 shifts to the right (2 for adjacent, 1 for 3 units and -1 for the embankment) to put them on the 45 column and they roll a 10 for an X result. One step of paratroopers dies, and the rest just laugh things off. The Germans activate most of their units on a subordinate activation and that first fire from the town was the only real positive result (the rest of the fires were all 7s and 8s). Off board artillery hits 0411 to no effect and even scatters into the town, thankfully not hurting the defenders.

On their activation, the US begins the assault on 0412, with 2 paratrooper platoons and an HMG platoon. The Germans are on the top column, due to shifts for a leader, combined arms and an engineer in a town while the Americans are only on the 13 column. The Germans roll a 4 for a 2 stop loss, killing one paratrooper platoon outright and demoralizing the HMG and the captain. The Americans roll a 1 and miss completely. Next the Americans have 3 reduced platoons assault the reduced grenadiers in 0313 and eliminate it. German mortar fire from 0314 exacts a measure of revenge, killing off a step of paratroopers and demoralizing the 1st lieutenant. Again fire scatters into the town and onto itself, but both miss. There is a big celebration as the Shermans finally recover to disrupted. By the end of the turn, casualties are rapidly evening out with 22 for the Americans and 26 for the Germans.


Turns 31-34


At the start of turn 31, the Germans have only 6 full strength units and 3 artillery units left, however they are all good units and they hold good defensive positions and the Americans have to charge the guns. The US is down to 10 full strength units, 7 reduced strength units and 4 artillery pieces, including the 2 57mm AT guns, which have been all but useless in the scenario. The Germans have a 1 initiative advantage on turn 31, and use it to assault the remaining Americans in 0412. They are only on the 24 column this time (22 FP + leader +combined arms + engineer – 2 for town and they roll a 5 for another 2 step losses. The Americans who are on the 13 column roll a 4 for an M2. The US loses the HMG platoon and has the captain killed and the paratrooper demoralized while the sergeant is disrupted. However, it’s a costly assault for the Germans as a lieutenant is demoralized and all of the other troops are disrupted. While the Americans are being bled heavily in 0412, numbers are still on their side.

The Americans don’t get OBA on turn 32 (17/32) and do grab the initiative. They are too weak to assault in 0412 so they instead assault 0513 with 3 fresh platoons. The Germans get first fire and roll a 1 and miss, while the paratroopers get an M2 and disrupt the Germans who spend their impulse recovering. Action in 0412 is calm as the Germans rally back from disruption. The US reinforces the assault, hoping to inflict some casualties before the Shermans, who have finally rallied, appear.

There’s no off board artillery on turn 33 (17/33) and the US renews its assault. Will it fare better this time? The US is on the 13 column and the Germans on the 30+. The US rolls a 3 for an M1, while the Germans roll a 6 for a 3 step loss result! The US reduces an HMG platoon and eliminates a paratrooper platoon. The sergeant and a 1st lieutenant are killed. The survivors are fine, and this was just ugly. The only positive result is that the Americans manage to disrupt the Panzers, which could mean no attack by the Germans on the survivors on turn 24. The Germans then assault the 2 reduced platoons in 0313 with the armored car and motorcycle platoons. One of the reduced platoons is destroyed, and the other is disrupted. Seeing the tide beginning to turn, the Americans send the engineers into 0412. They may not be able to take the town, and if they blow the bridge they will still win.

Turn 34 sees no off board artillery (17/34) and the Americans have the initiative. They start off assaulting 0513 and lose another step of paratroopers without dislodging the defending grenadiers. The Germans have one shot at winning the scenario…they have to either kill or disrupt the engineers. Having recovered morale on their impulse of turn 33, the Germans assault on the 24 column while the Americans defend on the 13 column, as the engineers cannot be part of the assault since they are busy wiring the bridge. The Germans roll a 3 for a step loss and the US a 2 for a morale check. The reduced HMG is eliminated, and the game comes down to the engineers’ morale check…they roll a 5, and pass easily. There is no way for the Germans to hurt them, short of calling down artillery on the town, and even there the chances are very small (rather than play out the turn, I just rolled the 3 German artillery shots, all of which missed) so the bridge gets blown and the US wins the scenario!


Final Thoughts


This was an exciting scenario that I think could easily have gone either way. Had the Germans managed to disrupt/demoralize the engineers on turn 34, they might have won the scenario. Casualties were mounting up quickly for the Americans. At the end of turn 27, the Americans had lost 15 steps and the Germans had lost 24. At the end of the game, the Germans had lost 25 steps (only 1 more) while the Americans had lost 30 (15 steps lost in 7 turns). While the Shermans could now fire into the town with a small chance of taking out the Panzers (just under a 1/3 chance of inflicting a step loss), I also could have pulled the Panzers from the town and replaced them with the motorcycles, forcing the Americans to send in more troops and letting the Panzers shoot up the Shermans (about a 40% chance of a step loss) and frankly the Americans were running out of fresh paratroopers to send into the town. With the 30 steps lost, the Americans only had 23 steps left, 4 of which were artillery and couldn’t really help.

I thought this was a very exciting scenario and could have gone either way. I think what influenced it most was the late arrival of the German reinforcements. Had they arrived 3 or 4 turns earlier, they could have fed fresh troops into the assault on 0614 and the defense of 0509. The armored car and motorcycles could have run around the American rear areas, wreaking havoc on artillery and demoralized units, although the counter to this would have been the 57mm AT guns, which would have at least made the armored cars steer clear of anything they guarded. Had the Panzers been in place earlier, the result would most likely have been closer to historical.

Because this scenario placed no value on step losses, the Americans could afford to attrite the Germans and while they only had 23 steps left at the end of the scenario, the Germans only had 16. Most of the fighting was done at very close range because of the hedgerows and swamp, which I think definitely increased the casualty count. Mostly, though, this scenario came down to better American morale and better leaders. It was tough for the Germans to demoralize US units or keep them demoralized. This became more blatant when the Shermans were demoralized. Tank morale was 8/7, so a demoralized Sherman had morale of 7 with no leader bonus. Paratrooper morale was 8/8 and virtually every American leader had a +1 for morale, so even a demoralized, reduced paratrooper still had a morale rating of 8 and was likely to recover good morale quickly.

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