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
Scylla and Charybdis
Author Matt W
Method Solo
Victor Japan
Play Date 2013-02-14
Language English
Scenario NiSi002

In this scenario a reinforced battalion of SNLF paratroopers needs to cross two jungle infested boards to exit the board. A large group of Austrailians and Dutch stand ready to make this a difficult transit. Both sides are ably led. Given the difficulty of crossing through jungle it is expected that much of the battle will occur on the few roads available, only one of which leads directly to the objectives for the Japanese.

Do not make the mistake that I did as the Allied force commander! Your maximum possible victory point total is 30 (those are all the points available to the Allied player by either causing losses or denying exit to the Japanese. As a result, your losses will matter significantly to the final victory tabulation. Do not enter into a slugging match, your job is not to kill them all, it is to delay them by using the least amount of force, a substantially different task than what it appears to be on the surface.

As you can tell from what I just wrote I didn't follow that advice, got invovled in a nasty set of firefights (the Japanese broke into two sections, one cutting through the jungle to the north and one heading straight towards the crossroads) and had some great success in stopping the bulk of the Japanese advance by the 24th turn but by then I had already lost 32 VPs worth of steps and would continue to bleed enough to produce a Japanese victory by turn 30.

If my goal had been simply to keep the Japanese on the board I could feel justified in my actions but by engaging too heavily I gave the Japanese the opportunity to win by destroying my force.

Due to the challenge to the defending player in this one I give it a "4". There is a lot of tension as to how to balance the defense, which is hard to inject into a scenario. This one will bear replaying. Also there are some hidden Allied forces which can lend themselves to a face to face play despite the scenario length (40 turns). A good time is had by all.

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