Panzer scenario 3. My first game in a while I had to relearn some things and learn about suppression if in a hex with a Brew Up for the first time (or perhaps I forgot...)
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| The scenario is a meeting engagement, basically the first scenario with infantry and guns added to the mix. We played it with variable penetration and the turret facing rules. Each side gets points for enemy kills and holding the VP hexes. |
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| Both sides move into position on turn 1. I should have moved my Panzers for the hills... |
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First Blood goes to the Germans and their superior optics! At this range the German gunnery is superior to the Russian armor. |
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| End of turn 2. Things are looking very good for the Germans. They get two kills and a bail out result with no damage to them. |
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| End of turn 3. The first German casualty and it is a brew up too - causing the other units in the hex to be suppressed. This will mess up their gunnery and being in the way of the other German stacks messes theirs up too. |
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| End of turn 4. The Germans move about and get another kill to no loss of their own. Things still looking good. |
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| Turn 5 and things go from good to bad. The Russians kill two tanks for the loss of only one. |
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| End of turn 6 and things go VERY bad. The Germans lose three tanks, another one being a brew up. The Russians lose nothing. |
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| End of turn 7 and time to throw in the towel. The loss of the command tank last turn caused all of the Germans within a hex to be broken and all of them failed to recover. With only 2 runners still on the board vs 4 Russian runners who are not broken it is time to run (walk for the tank crews that have broken tranks) hills. |
A fun game that plays quickly. Gerardo and I have another game scheduled for the 23rd. Scenario 5. When I work my up through the rules we will be playing some of the big honking scenarios in the France 40 module and I'm looking at the Western Front module for some of the scenarios in that one.
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