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
Charge of the Light Company #18
Author JayTownsend
Method Solo
Victor Draw
Play Date 2014-08-02
Language English
Scenario InoG018

Copied over from older game into the new version:

*When I set this scenario up, I noticed you should pull the counters from Elsenborn Ridge not Battle of the Bulge as it requires an M4/76 and I pulled my German counters from Cassino for the Strong Point counters. I also thought how can the Americans win this, with only eight turns, Mud that keeps all the Vehicles on the South Road and both side with equal Artillery?

*Ok, let give it a shot and see? I tried doing what the historical conclusion said in the scenario and charged all three units/counters of M5-Stuarts right down the Road but with different results, as the StugIIIG & the 75mm gun took out all 6 steps worth. Now I am thinking this will be a waste of effort but I must continue trying. So I moved 2 M4 & 1 M4/76 Sherman Counters adjacent to the Germans, as everything that could hurt them, already activated, so I would hope to activate first next turn and keep all my Infantry loaded in the M3 Halftracks, safe from German Artillery but close to the jumping off point for action. However I did unload one stack of Infantry, to spot for their Artillery. The Germans had I nice defense, with entrenchments, Strong-Points and city hexes but their forces are not very strong.

*With some luck, the Americans rolled very high on their next activation, taking out the StugIIIG with six shots from the stack of 75mm & 76mm Shermans, then the American Artillery demoralized the German 75mm gun as well. Now things are looking a little better for the Americans and a hole is being to open for them. *With the proceeding turns they are able to take Three entrenchments, and two town hexes and leave two town hexes being contested. With the combine Infantry, Artillery & Armor, they work a little magic.

*The Germans lost the following steps: 2-StugIIIG, 1- 75mm, 1-strongPoints , 4-Infantry, 2-HMG, 1-20mm, 2-Wagons, 2-Leaders, which equaled 13 point for the Americans. *The Americans lost the following steps: 6-M5/Stuarts, 1-Infantry, Which equals 13 points for the Germans. *Remember tanks steps count double! *Town hex points: 6-German, 6-American, (2- hexes contested, no point for those). *Entrenchment points: 6-American, 2-German. *Total points: Americans 25, Germans 21. Only a four point difference which results in a draw! So close for the Americans, as one more point would have done it, but time ran out.

*This played out much closer then I thought it ever would and with only eight turns, the Americans are very hard pressed, especially in the muddy conditions. But this is a fast playing scenario to try out and is a good one to play solo, with a low unit count. You never know what scenarios might surprise you!

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