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
Nihon Silk Scenario 8 Giretsu Incident or Fall on this Sword.....Please!
Author PatC
Method Solo
Victor United States
Play Date 2013-10-27
Language English
Scenario NiSi008

The Allies set up dug in around the airfield with the 40mm and an Inf. Platoon and a 10-1-0 Capt. in hex 0304. The Axis scheduled the landing for 2200 and it arrived on time, but not where intended. The assembly point was the 0607 runway hex. Only about half of the Axis units ended up on airfield hexes. Lucky for them that most got down in good shape.

The Allies instantly assaulted where it could. This eliminated one Axis step right off the bat. The Allies also had another Axis step tied up if assault right on a runway hex. On their activation the Axis moved two steps unto runway hexes braving point blank Allied opportunity fire and surviving.

On the next turn the Axis got the the initiative and tried to damage the airfield in those two hexes and failed both rolls. Another assault by the Allies then eliminated another step of the Axis PSMG. Now all remaining Axis steps were tied up in assault combat. They survive the assault and on their next turn withdraw from the assault hex and survive again!

The Allies could not follow up right away because so many units were disrupted. This gave the Axis another shot at the runway hexes but they failed again to do any damage. (They needed a 5 or 6 to succeed.) This would be their last chance. On the Allied next activation one Axis step was eliminated in assault and the other by point blank direct fire. Allied victory.

This was a really fun little scenario. I like the all or nothing aspect of the Axis position. That makes them very dangerous. I also was not sure if the Axis could move AND destroy a runway hex on the same activation. I played it as if they had to start their turn on the hex. If I'm wrong someone please advise. It would make the Axis job much easier.

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