Emergency Miniature Work - 15mm USMC Super Cobra
BLITZKRIEG IN THE WEST – VIDEO BATTLE REPORT – P3
Part Three of our Panzer Leader replay of the 10 May scenario, originally played on the 80th Anniversary of the beginning of the “Case Yellow” Blitzkrieg in the West.
The game recreates the initial contact between forward elements of 1st Panzer Division / XIX Motorized Corps and the Belgian 1st Chasseurs d’Ardennais / Group Keyaerts. Furthermore (and just to get some French armor on the table), we also imagine forward elements of French 5e Division Légère de Cavalerie (DLC, Light Cavalry Division) joining the battle. Although Belgian resistance and local French counterattacks have resulted in frustrating delays and steep casualties for the Germans, the invaders have finally regained momentum and are bulldozing Allied units before them. The only question is . . .
. . . is it already too late?
It’s the classic “historical asymmetrical” scenario, where the attackers have all the advantages in firepower, support, mobility, and resources … but also carry the burden of victory.
The Germans have to take all five objective hexes by the end of Turn 10.
If even one objective hex remains contested by the end of the game, the Allies technically win, on account of German “blitzkrieg tempo” hampered to the point where the can’t take subsequent objectives later in the day.
This would give additional Allied forces more time to mobilize overnight. More defending forces (and better organized defending forces) means MORE lost time, which means MORE enemy mobilization, which in turn means MORE lost time …
In offensives like this, lost time at the beginning of a campaign really has a way of snowballing toward ultimate loss of operational momentum and eventual failure.
For us Non-players, these shorter battle reports are great. We get all the excitement of the game without having to learn all the rules.
They get more views on YouTube, but I think that’s just the nature of the platform. Shorter videos always perform better in that regard.