Forces
Guards Platoon 1, FM 8 (missing 2 soldiers)
FR 0, 5CD, Regulars
Supports (10)
Barbed Wire 2
Extra Infantry Section
MMG Team
Schützen Platoon 2 FM 8 (fresh)
FR +1, 5CD, Regulars
Supports (15)
Pioneer Wire Cutting Team
Adjutant
Shabby Nazi Trick (fifth columnist)
Red Dice
MG34 Tripod Mount
Pregame Bombardment
Extra Schützen Squad
Patrol Phase
Allied left protected |
Allied right protected |
Allied centre protected |
Game
This was my second shot in trying to take this village. In the first game I concentrated most of my resources on my right flank, this time as you can see from the Allied fixed defences, the only real choice I had was to attack equally on both flanks. Again, I only had light weapons so the key to my advance was probably the Pregame Bombardment as well as a Fifth Columnist. My JOP's were in much better position now with choices of deployment on the extremes of each of my flanks as well as in the centre. The Allied JOP's were heavily concentrated on their left with a single JOP on their right, but positioned thus so they were unable to deploy forward into the fenced area in front of the barn. I rapidly deployed all my forces in the first 2 phases. with 2 squads to the left with the MMG team, the mortar team and a SL all within command range. I was also able to deploy 1 squad half way up the field on my right in a tactical position that they were already half way across the table. They were covered by another squad behind the hedge.
Sounds good so far, but the Allies actually then got 4 double phases in a row and were rapidly able to accumulate CoC pips. It took them awhile to deploy but they got a lot of chances to do so. I probably should have advanced early then I did but I was able to get to a rifle team off the table on the right by splitting them off from the LMG team under command of their JL. I was able to put covering fire down on the side window of the building on the far left Allied flanks as well as put a smoke grenade down to protect the LMG team in the field. The rifle team was able to rapidly advance once out of the field to the edge enemy edge. The 2 men left got within 3" and were about to be shot when I was able to interrupt and get them off the table. First victory condition met!
While all this was happening, I was firing with 3 squads on the building on the Allied left but to absolutely no effect due to the hard cover provided. It is difficult without heavy weapons. My focus here was due to the fact that I could win the game if I could clear the right and left Allied flanks (2 foot squares) I would meet the 2nd victory condition and win. Graham had yet to place anyone on his right flank so that square was already open, all I had to do was knock that one section out of the left Allied flank. But by now my FM was falling due to the attrition I was receiving on 3 of my deployed squads. A SL got killed, my FM was down to 5 and by now my fire power was much reduced and Graham deployed his last section on his right. I had no chance to win so I withdrew.
As you can see below this battle cost me dearly in men and in Mens Opinion, my leadership has categorised as Dangerous. I am now a murdering officer!
Game Photos
My right flank taking a pounding again |
I should have been more aggressive with my left flank |
I was able to drive this section out of the destroyed house on the Allied right |
The Allies liked being in the houses |
Summing Up
German Platoon #2
Platoon Leader Outlook: Sad
Platoon HQ Leutnant dead, HQ now consists of 2 Feldebel (SL’s)
Men’s opinion: -4 (-1 on FM roll)
CO’s opinion: -2
8 Dead, 4 missing next game
German 1st Platoon has lost 5 dead
British Platoon #1
Platoon Leader Outlook: Affable (+1 on FM roll)
Men’s opinion: +3 (+1 on FM roll)
CO’s opinion: +2
1 dead
Graham played well in these first 2 games, he has decided to hold the village in the next turn. It is going to be tough with the limitations as noted above.
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