Panzer Grenadier Battles on May 7th:
Broken Axis #23 - Târgu Frumos: The Second Battle Scenario 12: Ascend the Heights Panzer Lion #8 - A Profitable Diversion
Broken Axis #24 - Târgu Frumos: The Second Battle Scenario 13: A Fire-Spewing Fortress Panzer Lion #9 - Reclaiming the Perimeter
Broken Axis #25 - Târgu Frumos: The Second Battle Scenario 14: Lines Restored Panzer Lion #10 - Hill 192
Broken Axis #26 - Târgu Frumos: The Second Battle Scenario 15: Redemption Road to Berlin #75 - Final Panzer Battle
Panzer Lion #7 - Back to Kalmu
"They're coming right at us!"
Author Brett Nicholson
Method Solo
Victor Japan
Play Date 2014-02-22
Language English
Scenario Guad003

The second day at Tulagi began with the American lines static, still trying to drive stubborn Japanese defenders from their caves in the central area of the island. The Japanese maybe learned a few lessons after the failed suicide charges the night before. Most of the intense fighting this time would take place on the eastern portion of the island where the one isolated platoon of marine raiders were blocked from breaking out by 3 hidden Japanese units; 1 reduced SNLF and 2 full SER platoons. This time I was able to do a lot better using Shad's solo hidden unit method. Hidden units were soon discovered but not before the raider unit found itself trapped. A daring relief attempt was made by some of the reserve Marine units but getting to the eastern area of the island involved exposing themselves in open, clear terrain. At 10:00/turn 7, the Americans take their first step loss as a marine unit gets gunned down by opportunity fire along with the loss of a 9-1-1 LT. Then another lucky shot later eliminates the demoralized and reduced marine unit that got left behind in the open. This rescue attempt did not go well for the Americans and they would lose a total of 4 steps in the process. Despite having lower ratings than their SNLF counterparts the Tulagi Seaplane Base personnel SER units were very effective defending against marine assaults. The one raider unit that was to be liberated actually aided it's would-be rescuers by assaulting and eliminating the one SNLF unit in an assault and then jumped into the assault against the remaing SER units. Finally, at 13:45/turn 22, the eastern portion of the island is secured but the Americans cannot take another step loss at this point. Back at the main line nothing is working at driving the remaining SNLF out of the caves and no American assaults on them are attempted as Japanese units are able to quickly rally after disruption and demoralization results. However, the same goes for the marines and this battle looks to end in a draw. At 15:45/turn 31, with nothing to lose and only victory to gain, SNLF units make a fanatical, death or glory charge straight at marine raider HMG units uphill. The Americans get first-fire and a +1 assault modifier from being on a higher elevation and fire on the 24 column. An unforgivable 1 is rolled and the M1 result only manages to disrupt one of the attacking platoons. The screaming Japanese plow right into the machinegunners and get a 6 on the 9 column, eliminating a step of the raider HMGS. This secures the Japanese victory with 5 American step losses and there are well over 2 Japanese steps left. The last turn is finished with that one assault gaining no further losses on either side. A few more shots of DF are exchanged and then it is finished.

This scenario played out pretty well though a lot of turns were static. The Americans could of done a lot better if the isolated raider unit was left to fend for itself at the east end of the island but that just seemed unethical and un-marine-like. If that one platoon was sacrificed then it would of counted for just 2 step losses instead of the 4 steps lost attempting to relieve it. So ethics would have to of been abandoned for the Americans to at least get a draw. If they were down only 2 steps instead of 4 then more risks could have been taken in rooting the japs out the caves. Overall this one gets a "3" from me; sometimes play was very intense (more of a 4) and sometimes bland (closer to a 2). I think play is a lot more balanced than the first two Tulagi scenarios with a draw very likely. These Tulagi scenarios take both a lot of patience and nerves for both sides. I feel more comfortable with the Tulagi map now and 'Guadalcanal' in general. Hidden units solo will still have their limitations but feel that play is getting better with them. One of the things that worked in the Japanese favor this play was that despite a 2 point difference to start, they got lucky on a lot of initiative rolls. Also, the special rule of modified ties resulting in a Japanese first activation occured a lot. Next, everything learned from either success or failure on both sides will be put to the test going into the full Tulagi scenario and I get to do it all over again -the dress rehearsal is over.

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