Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Capt. Chaos Attempts to Liberate St. Cloud with Green American Troops
Author Capt. Chaos (United States)
Method VASSAL
Victor Draw
Participants treadasaurusrex
Play Date 2023-03-27
Language English
Scenario AAAD001

This was an introductory 5-session play-through with Capt. Chaos, boldly leading elements of the newly-landed, American 1st Infantry Division near Oran in Algeria. Treadasaurusrex led a defending Vichy French scratch force charged with defending the 3-hex town of St. Cloud. The US force was advancing from their initial landing site at Z Beach east of Oran as a portion of left flank wing of a double envelopment of the French port city. Most of the American soldiers were quite tired after the landing and their lengthy approach march to the vicinity of St. Cloud. We played with the consolidation, smoke/illum, and excess initiative optional rules. We ignored the FOW rule in this training encounter. In addition, we experimentally used the following three house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, 2) Standardized Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up or down slopes hexes, and 3) Dug In Units are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on hill, slope or wadi & gully hexes are considered to be in limiting terrain and are spotted ONLY if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22.

The initial session (game turns 1-2) featured as 2-pronged, north & south American movement-to-contact onto Map 79. The strong-side prong was in the north, led by the US Major, commanding the 1st Battalion of the 18th Infantry Regiment. This approach began spreading out as they moved west under covering fire provided by both the OBA and the centrally-located Mortar company. Some accurate Vichy Opfire managed to eliminate a single step of American Engineers during the 2nd game turn. In the south, the lead elements of the weakside approach began climbing the eastern face of the first of two 20-meter hills south of St. Cloud supported by long-range HMG and OBA fire. This prong rapidly moved in to decisive engagement range as the session ended. The second session (game turns 3-4) demonstrated American tactical resolve in the south when the left flank column closed to decisive range atop the larger of the two hills southeast of St. Cloud. In the north, the American right flank approach shifted to occupying the margins of both the 40-meter hill mass and the smaller 20-meter hill just north of St. Cloud. A pair of accurate artillery barrages by both sides hit the respective mortar positions, demoralizing the French position, and eliminating an American mortar platoon. At the end of this session, the US side had lost 2 steps, and more crucially, 2 leaders. So far, the French were unscathed . . . The third session (game turns 5-7) was a rather grim slog for the defending Vichy French force, who accumulated 6 step losses, as well as their first leader killed. This occurred in actions on both the north (strong side - attack) an the south (weak side - holding) flanks. The American fist was tightening around St. Cloud, with the right flank quickly closing to decisive range from the 20-meter hill just north of the town. Total steps lost are now, 6 for the French, and 3 for the Americans. The fourth session (game turns 8-12) was an exciting & costly shoot ‘em up as the Americans closed in on St. Cloud from the north and, during game turn 12, from the southeast. The US attack on the north margin of St. Cloud slowed a bit due to the combination of fierce defensive opfire and repeated adjacent-hex fire fights supported by long-range HMG suppressive fire on the hilltop. A combined total of NINE combat 7-die rolls were thrown, and the Americans lost an additional leader to heavy opfire and accurate French OBA. The southern prong of the American attack moved into a higher gear on turns 11 and 12 with when decisive engagement range was closed. By the end of the session there were 3, hotly-contested close assault hexes in action – one of which was in St Cloud. The updated step losses were: 13 for the Vichy French, and 7 for the Americans.

The fifth and final session (game turns 13-14 ) featured . . . .

To be continued...

1 Comment
2023-03-28 16:27

Congratulations to PG Guru, Mike Perryman, for designing a scenario that plays so much like what happened on this battlefield historically -- yet, is still fun to play and serves as a fine introductory scenario.

In the real one, there were three American Company Commanders who became casualties in this stymied attack on St. Cloud by the 1st BN of the 18th Infantry of the BIG RED ONE. Exactly the same result happened in our play through, and contributed to our drawn result.

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