Panzer Grenadier Battles on May 5th:
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Bloody Bocholz (not as easy as it looks you know...)
Author Burgmark
Method Solo
Victor Germany
Play Date 2019-03-22
Language English
Scenario BaBu003

This was excellent little game. Played in more or less two sessions. It appeared the Germans had blown it at one point, but they were able to turn it around. US should have high-tailed it with 105s when they had a chance and at least forced a draw. Corrected a few more errors this time and getting a bit more used to the way the rules are written (with some help from the excellent FB group.)

Turn 1

• US player sat and watched situation from town hexes. M16/leader in 808, Truck/leader in 809, reduced inf in 0709, and 105mm with truck in 0716 (ready to withdraw down road if need be.)

• Germans brought on 3 inf and 1 HMG with 1 leader. These moved unspotted through into NE woods.

Turn 2

• Germans bring on 3 more infantry into woods

• Again, US watch and wait

Turn 3

• Germans win 3 initiative moves and used them to move onboard units to near the edge of NE woods but still in cover HMG (0905), 2 inf with Leader (1005), and 3 inf w/leader (1106)

• Last Ger inf and leader do not make it onto board

• US continue to sit tight and let situation develop

Turn 4

• Germans move 1 inf with leader up to 1006. MI6 opens up with opp fire. 1st round Germans lose 1 step. Ger inf/ leader continues to 0906 and is again fired upon by M16. Takes and passes morale check.

• German infantry leader in 1106 makes move towards right finger of southern woods in the hope it can make it to cover in 1208 with just 105mm now available for opportunity fire.

• First unit takes an M2 (in 1206) and is disrupted. Continues to move into (1207). 105mm fires again. Inf takes a M1 check and passes. Continues it move into woods.

• Other two infantry in 1106 and leader move into woods to 1208 on US right flank. US has no one in range who can still use opp fire.

• US moves infantry into 0808 with M16 so it is at least in better range of enemy

Turn 5

• US win initiative (2 actions). M16 and infantry fire at the reduced step German infantry. No effect.

• US pass (saving 105mm for opp fire)

• Last German infantry plus leader enter board, moving into NE wood.

Turn 6

• Germans win initiative (3 actions.) Infantry group in Southern woods begin move around to outflank town. Infantry platoon and leader who arrived last turn move up to edge of NE wood in cover. HHG moves to meet them. Reduced and full-strength infantry platoon and leader move to 1106 as potential jump off point to south woods.

• Deciding the time to be a bit more proactive has come, the US moves a leader and the M16 to the 1111 in the S woods (having seen the Germany infantry move into that wood in what they assuming to be a flanking move) where the leader calls in arty on the German Infantry. Two more German units are disrupted, meaning the group now contains 3 disrupted infantry platoons and a good order leader.

Turn 7

• Germans win initiative (with a formidable 4 actions). The disrupted Germans in the S Woods fire on the M16 and leader adjacent to them. They get an M1 result which the US troops pass.

• Taking another risk, the German HHG in the NE woods moves to the edge of the trees and take up position to deliver fire on the town.

• The infantry in these woods make a bold charge towards the town and stop adjacent to 808 and the understrength US inf platoon there.

• The Germans have used all the actions they can, and initiative passes to the US. The MI6 and leader heads back into town to the 0808 hex.

• The understrength US infantry there use opportunity fire again the Germans adjacent to them, realizing they have little hope of achieving anything significant. They get a five which is no effect.

• The leader in 0808 calls in opportunity BF on the Germans in 0807. The Germans pass.

Turn 8

• Germans barely win initiative (one action). Their HMG team opens up on the MI6 group and disrupts the infantry and the MI6.

• The infantry and MI6 fire (at half power as disrupted) at the German infantry adjacent who take and pass morale checks.

• The Germans who were just attacked now swing around the towards the west of the town.

• The US leader in 0709 call in opportunity fire from the 105mm in the hex behind him. This forces a morale check which one of the full-strength German infantry units fail, becoming disrupted.

• The Germans continue their move to 0609 (the disrupted unit stopping in 0609 (as they can only move one hex now as disrupted.) The Germans are now in two town hexes with units adjacent to the 105mms.

• The US pass as they have no viable actions left.

• The Germans in the Southern wood now move to 0910 threating the town and the 105s

Turn 9

• Critically, the Germans win initiative with 2 actions.

• The Germans to the east of town fire on the 105mm and truck to no effect

• The Germans adjacent to the 105mm launch an assault. They inflict a step loss on the 105mm (destroying it if I am understanding the rules correctly), along with a US. The 105 inflicts an M2 test which the Germans pass.

• The Germans have now destroyed the 105mm and control 3 town hexes.


US pass on next turn as the battle is lost and I am tired... A solid three (more like a 3.5)

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