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
Getting Closer
Author thomaso827
Method Solo
Victor Japan
Play Date 2014-08-31
Language English
Scenario KoTr006

I set up the Japanese on the xx13 line so that the whole line could move forward using the chain of command. Australians were set up in an inverted v so that they could take chances with shots at advancing Japanese as they showed up or withdraw another hex to avoid assaults. The Japanese tanks were placed in the central hex with the SNLF LT Cdr and an infantry squad. This worked pretty well, the Australians trading space to avoid casualties while getting a few shots in, disrupting Japanese troops but not really slowing them down. The higher morale of the Japanese once again came into effect. The Australians stopped to try to hold the village, and the ensuing Japanese assault actually saw the Lt Cdr and his stack disrupt and then demoralize, even losing the single step of tanks. This was almost better for the Japanese as they regained their morale, as they get the +1 shift when operating with just infantry. Through the last few turns, the Japanese managed to push Australians out of one hex of the village, killing one LT and causing two demoralized single step platoons to flee, but the other 2 hexes held and looked like they would continue to hold after game end. In the end though, the Japanese opened up enough trail hexes to really make the difference, winning 16 to 8 on points. This one really felt like the Australians were doing better, even though they rarely won the initiative, and with their own setup in chain of command sequence, usually moving their whole line on one action just like the Japanese opposing them. I still rate this a 4 as I enjoyed the gaming of it. I would rate the perfect scenario a 5, and one that was just okay a 3, with one that I really don't like a 1. So far, I have enjoyed the play and look forward to running the whole campaign in face-to-face sometime.

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