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
Russians just want to go home
Author campsawyer
Method Solo
Victor United States
Play Date 2010-01-01
Language English
Scenario AirI003

This is a micro scenario that is very fast moving. With only 11 total units, there is not much thinking about the battle. The Americans must move quickly to take hex 0412. The Germans must hold control of the hex at the end of the game.

The scenario doesn't get started until turn 3 as the Americans must double time it down the road to make contact with the Germans. This first contact is with a strongpoint, in this case the 4-3 strong point. The Americans are able to get next to it without adverse Op fire. The assault goes well and destroys the strongpoint with a double demoralization, but at the cost of time. Turn 10 starts with the Americans moving down the road to assault 0412. The second strongpoint is empty, so it will just be the GREN to defeat. Turn 13 has the GREN running as it attempted to rally from a demoralization. At this point the Americans should have the scenario as a Germans assault would be suicide. It takes 2 more turns before the Germans are fully rallied and that seals the game.

A good scenario, very quick. I believe it is balanced as there is one condition that was not met in my play. German reinforcements appear in 0409 if the hex is not captured by turn 10. If this occurs it means the Americans are too slow or had some very bad luck.

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