Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Leyte '44 #29 - Thanksgiving Day
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr 2 #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") Panzer Lehr #24 - Plug the Hole
Desert Rats #24 - Hill 175 South Africa's War #7 - Rear Echelon
Dragon’s Teeth #33 - Chickenshit Regulations South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
Hold Crisbecq to the Last Extremity, NOT!
Author treadasaurusrex (Germany)
Method VASSAL
Victor United States
Participants Col. Sonichu
Play Date 2022-11-21
Language English
Scenario IN44008

This was a long-extended 6-session play-through with the aggressive and indefatigable, Col. Sonichu, as the attacking US Commander. I played the overextended defending – but well-dug-in and fortified – German side. We used the optional smoke/illum, excess initiative, consolidation, American spotter aircraft, extended assault and tank riders optional rules. Happily, we dispensed with the fog of war optional rule.

The initial session (game turns 1-4) began in the southern portion of Map 107 with an American movement-to-contact in two separate approaches groups on either side of the north-south road. A lucky German OBA concentration discombobulated the supporting US 4.2 inch mortar battery, forced it to subsequently seek cover in the woods (Hex 107-101). At the same time, the other US battalion moved from the east edge of Map 106, also in two groups, with the larger moving directly toward the 2-hex town of St. Marcouf. During the 2nd turn, an immense amount of US Naval and OB artillery fell in the vicinity of Crisbecq causing considerable havoc among the dug-in German positions adjacent to the town. In the next two turns, the northern American column made contact with the small German garrison in St. Marcouf, but were met by a heavy OBA concentration that temporarily derailed their pending attack on the town. The other US force on Map 106 spread out and steadily approached the hilltop German 81mm Mortar company preparatory to decisively engaging this element. Meanwhile, the southern American force began left flanking and decisively engaging the German defensive positions southwest of Crisbecq, where they encountered fierce resistance in 2 assault hexes. During the fourth turn, a company of Sherman tanks began engaging the sole German STG-IIIG in fortified Crisbecq (Hex 107-0808) with long range AT fire. By the end of turn 4, only a single American step had been lost. Oh, and this session also featured a combined TEN combat 7-die rolls (8 German and 2 American)!

The second session (game turns 5-7) was a costly one for both sides with the final step losses amounting to 5 for the Germans, and 9 for the advancing Americans. One town hex of St. Marcouf was partially liberated by the US and a multi-turn close assault began in the remaining contested town hex. A 1,200 meter chase of the Boche garrison commander from St. Marcouf eventually resulted in his capture 6 hexes (1,200 meters) away. Fiercely-contested close assaults the southern margins of Crisbecq slowly turned in favor of the Americans, although there was a heavy 3-step loss of Sherman tanks from close range AT fire by the defending STG-IIIG assault gun unit. The American right wing began flanking the other outlying German positions SE of Crisbecq and drove off a demoralized, half-step HMG unit. A combined total of SIX utterly futile combat 7-die rolls were thrown in this session. Luckily for the defending Landsers there was no additional US Naval gunfire support.

The long-delayed third session (game turns 8-9) was fun & featured the Americans continuing their inexorable advance & completing their liberation of St. Marcouf in the north, which yielded 2 more victory points. US units closed in on the margins of Crisbecq, slowed only be the need for frequent moral recoveries. A brave German Captain gave his life for the Fatherland by leading a bloody counterattack in Hex 107-1709, which only slight delayed the American advance, although his sacrifice did cause the American initiative to fall to a 1. By the end of this costly session, step losses were: 11 for the US-side, and 12 for the defending Germans. The Landsers had also lost 2 leaders by this point. No US naval gunfire support was available this session. Astonishingly, there were only a combined TWO combat 7-die rolls. The victory point tally now stood at: 12 for the Germans, and 13 for the surging Americans side.

The fourth session (game turns 10-12) was a very grim & costly one for the defending Germans in Fortress Crisbecq with 6 more steps lost to only a single step for the advancing Americans. Remarkably, in spite of repeated OBA and Naval bombardment, the German mortar battery was still alive, although battered, unlike the last step of the hapless STGIII assault gun that was eliminated during game turn 10. A great many morale recovery throws occurred in this session and the US-side was now adjacent to Crisbecq on both the northern & southern flanks, with a combined arms close assault in town hex 0707. We threw a combined 8 combat 7-die rolls as the Americans closed in for the kill, bringing their heavier weapons to bear.

The fifth session (game turns 13-16) was a slog for both sides, but things were beginning looking up for the advancing Americans, who benefited from a successful close assault on the SW margin if Crisbecq, and were also able to create a forced 3-stack of Hun grenadiers & a mortar company in town hex 107-0807, that repeatedly attracted a serious amount of incoming naval and OBA artillery – as well as some unpleasant friendly fire in adjacent close assault hexes. There were a great many morale checks in this session, and also a combined NINE combat 7-die rolls. Steps losses now totaled: 20 for the German defenders, and 15 for the US side. We agreed that this scenario was not properly play-tested, since if we were playing with the FOW, the Germans would be virtually guaranteed a win. Without the FOW, the American player at least has the ability to sequence his attacks and to force the Axis player into a never-ending series of difficult decisions.

The sixth session (game turns 17-20) consisted of the final liberation of Crisbecq on the final turn of the game. The final victory point tally was: 36 for the victorious Americans, and 15 for the defeated Germans. We both give this one a rating of 3.

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