Death Ride Salerno - HG/15th Panzer Gren
Death Ride Salerno - Herman Goring/15th Panzer Grenadier is GSI's fourth offering on the Italian Front. The game focuses on tactical level combat and maneuver during the Allied, specifically British, invasion at Salerno in September 1943.
The series group maps for Salerno will look like the image. Map areas 'G' and 'H' are part of the fourth offering and focused on Herman Goring Panzer and 15th Panzer Grenadier Division elements not in the other game and the UK 46th Infantry Division.
The game features the Herman Goring Panzer Division elements and elements of the 15th Panzer Grenadier Division at mostly Platoon and some Company/Battery level and the UK 46th Infantry Division at Platoon/Company/Battery level. The combat system utilizes combat multipliers that players must use correctly to have the best effect. Each hex is 330 meters. Turns are 1 hours long during the day and 2 hours at night. The rules are modeled around the seven battlefield operating systems which make them easily understood and easy to learn. Unlike other games at this level the rules are not massive. This system features use of obstacles (mines, wire, improved positions, and fortifications), a patrol rule, overwatch fire, air and artillery support, and reserve movement. Overwatch is a type of fire that allows the player to move a short distance and then setup to fire suppressive fire at enemy units that might otherwise use opportunity fire. Reserve movement will allow a player to respond to enemy movement and move more units into a hex to strengthen it before an assault. Units are modeled to represent the 2 major types of weapons that most units have. Secondary (usually small arms) and a primary (main gun, machine guns, etc...). These weapons may fire at different targets if they want. They also effect targets differently. Suppression is also handled uniquely in this game. Units that are suppressed get a defense bonus since they take better advantage of the terrain in the hex, while at the same time they have their other factors reduced. Units are also modeled as needing transports and get the benefits of movement from them with the vulnerability that goes with it. The battle follows the divisions actions during the 6 days of the battle. The game forces players to account for Command and Control and Supply. Maintenance and repair are critical to both sides as this determines most of the replacements that arrive every morning. Troop replacements are generated by returning casualties to the battle. Lots of these casualties are minor in nature and both sides worked hard to get these wounded back to the front quickly. Air-Ground Attack can have a significant effect on the battle and both sides have a capability in the air to affect the battle. New to this series will be naval gunfire support which provided timely and critical fire missions to keep the Germans at bay and away from the beaches.
As so often happens, no plan survives meeting the enemy and must be adjusted. This game will be no different. Combines arms play prominently in gaining successful outcomes to engagements. This game will force the players to make big and small decisions on things such as avenues of approach, advancing through choke points, overtaking or bypassing strong points, and tryin to find the operational freedom to breakout of the beachhead for the Allies or crush the beachhead for the Germans. The battle in this part of the beachhead centered around the city of Salerno and was a prominent place of action.
There are currently 4 scenarios that represent the battle in its entire 6 days, or as the left, center, or right flank of the battle area.
- (6) 11" x 17" game maps of the Salerno area
- (2) Full Color Order of Battle Charts
- Air Support, Casualty, and Replacement Charts
- Rules covering the use and benefit of patrols, reserves and overwatch movement
- Rules Written as Battlefield Operating System (BOS) Representations (level of fidelity)
- Maneuver (High)
- Fire Support (Medium-High)
- Air Defense (Medium)
- Mobility and Survivability (High)
- Combat Service Support (Medium-High)
- Intelligence (Medium)
- Command and Control (Medium-High)
- Approximately 800 Die Cut Unit Counters and Markers
- Germans at platoon and company/battery level, US Army at platoon/company/battery level
- Numerous scenarios that allow play on smaller parts of the battle or the entire affair
- Highly detailed without overbearing rules
- Excellent Solitaire Play
Ownership of Death Ride Salerno - 16th Panzer is required to play this game.
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