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
Better than Scenario 5, but still a balance issue
Author dricher
Method Solo
Victor Japan
Play Date 2014-04-21
Language English
Scenario KoTr006

This scenario was better than the previous. More forces, more flanking options, a little less fragility to the Australian forces. But the Japanese strengths are too much. The Aussies leap frog down the road in retreat, shooting at the Japanese when they close. This even manages to knock out one Japanese step and cause some disruption, but the Japanese can afford to be aggressive given the huge morale advantage. Once the Japanese manage to lock down some Aussies in an assault it begins to degrade. The Aussies actually hold up the Japanese advance for about seven turns, until the Japanese finally inflict a double step loss. The best Aussie leader goes down as well, and everything else is running to the village. The Japanese control everything two hexes and farther from the village, and are contesting the hex in front of the village when the clock runs out. The Japanese lose three steps and one leader, which happens to be exactly what the Aussies have left. Final score 21-10.

I liked this better than the previous since there was more to do. But in the end the Aussies have little chance without incredible rolls. The Japanese get huge column shifts in assault combat, have superior numbers, and wicked morale compared to the Aussies. After seven turns the contest was realistically over. Too much difference in strength to earn a three.

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