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
I give up
Author Matt W
Method Solo
Victor United States
Play Date 2012-09-19
Language English
Scenario AirR014

This is a short scenario. No, really short. The goal of both the Germans and the Americans is to force a German surrender. The likelihood of surrender is greater than 50% on the first turn and grows as the Americans cause losses. The only thing that will decrease the chances of surrender is to ask for it and have it declined. Interestingly the better the Germans leaders from a morale standpoint, the more likely a surrender becomes. In this case I had a captain with a "10" morale.

The way the surrender rule works is you roll a 2d6 and add the German initiative and subtract any lost or demoralized units. If the resulting number is less than the morale of the highest ranking leader (captains) then the Germans surrender. At the start this calls for a +2, compared to my leader of 10 morale. Because I had pulled all the units out to play this one I decided not to ask for a surrender on the first turn. I hit a group of Germans who were in sight with OBA and one unit was demoralized. So, on the second turn I asked for a surrender and rolled a 6, plus two, minus one. The result was a seven and all the guys in feldgrau gave up. Scenario over.

As a solo study of an innovative rule I can recommend this. As a game situation it is not really worth the time to set it up. I give it a "2" for the surrender rule. As a playing scenario I would give it a "1".

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