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Desert Heat: General Gott Advance

Jay Townsend

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Aug 19, 2013
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Desert Heat: General Gott Advance



It was fun to return to the Desert in this scenario. The Commonwealth have two formations, the Italians have two formations and the Germans have two formations but the German 125th Panzer Grenadiers are pretty much useless as they have to stay within 5 hexes of any town hexes on map 11 and most of the action takes place on map 14. Sure you can use the 81 Mortar unit but the Commonwealth are content with just trying to hold out against the Axis attacks on map 14, as the Axis have to eliminate all the South African/Commonwealth forces to win.



The 1st Dragoons Armor and Engineers get eliminated pretty early, being wedged in between the Italian 7th Armor, the 2nd Bersaglieri and the German 22nd Panzer units. Then began the siege of attacking the Commonwealth 14th Infantry and with only ten turns it is a hurried task. The Axis didn’t use the smoke enough to close and the Allies drew air-support a couple of times through the Chaos marker at critical times.



The end result didn’t feel like a Commonwealth victory but it was, as they had one full strength ARM INF unit and one reduced strength ARM INF unit, one Piat unit and the 14th INF HQ left, giving them the victory for holding out long enough. With all the dead Commonwealth units, it was a hollow victory and just one more turn would have given the Axis player the victory I believe.



A fun scenario to play, other than the stagnant 125th Panzer Grenadiers, as earlier mentioned. But if they were free to roam around, the Axis might win too easily.
 
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