Hold Hill 336 until Relieved | ||||||||||||||
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This was an intense & exciting 8-session play-through with the cunning & intrepid Grognard Gunny, leading elements of the attacking German 10th Panzer Division, in a 3-map, large scale battle for critical terrain. I had defending elements of the US 1st Infantry Division (The Big Red One) clustered on and about Hill 336, as well as on the small 40-meter hill to the southeast, and the adjacent 40-meter deep, Wadi Keddab. Both sides drew decent sets of leaders, with the Germans having slightly better luck. We used the Fog of War, smoke/illum, consolidation, extended assault, tank riders and excess initiative optional rules. We also used these 3 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, and 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, across, 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 slope hexes are considered to be in limiting terrain and are spotted 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. We felt that these house rules improved the simplicity and playability of this scenario. Our first session (game turns 1-2) the pre-dawn, gloom effectively concealed a large-scale German movement to contact in 3 pincers. The very strong left flank (southern) column was preceded by 2 companies of Jerry motorcycle scouts that ran into heavy opfire as they crossed onto Map 76 southeast of the small 40-meter hill. In the center, another combined arms column came under opfire as it proceeded west down the road and unloaded its mechanized infantry. One of the withdrawing SPW 251 units was ambushed & eliminated by American AT fire in the gloaming. In the north, the left flank column was proceeded by tanks that engaged and eliminated the first of the US M-3/76 tank destroyer units in the north wadi on Map 76. The second session (game turns 3-5) featured the continued Jerry movement to contact across Map 78 to the southeast margin of Map 76. Visibility improved with the coming of dawn and the first successful US airstrike occurred in game turn 5. Casualties accumulated for both sides, mostly due to long-range AT, DF and artillery fire. Step losses were now 7 for the Germans, and the GIs had absorbed 6 by the end of the session, losing a level of their initiative in the bargain. The first 2 German leaders were eliminated by accurate OBA during game turn 5. Our third session (game turns 6-7) featured the impact & penetration of the mighty German left flank attack, in combined-arms action on-and-around the 40-meter hill and the eastern margin of Wadi Keddab on Map 76. A battalion of German tanks began their assent of the weakly-held, hill. They were supported by probing Landsers on the southern margin of the hill, and a company+ element of mortars. There were also pair of well-executed, Luftwaffe air strikes this session. The step lost tally was now: 13 for the Wehrmacht and 10 for the Americans, resulting in decreased initiative levels for both sides. The fourth session (game turns 8-9) featured a plethora of bad die rolls by the hapless Americans, and some very fine die rolling by the surging Heer troopers as they pushed onto the 40-meter hill and into the Wadi Keddab. There were 3 more US step loses, compared with 4 lost by the Germans in this peculiar session, as the landsers began scrambling across, and around, 3 American minefields. There were also 2 successful Luftwaffe air strikes and a single, ineffective US strafing mission. The updated victory points was now 18 for the GIs and 13 for the Wehrmacht. Our action-packed & deadly fifth session (game turns 10-12) was characterized by a massive German shift to a southern (left flank) attack focused around, the Wadi Keddab. This was accompanied by a great deal of American long-range AT fire and variable Luftwaffe airstrikes. Step losses this session totaled: 12 for the surging Jerries, and 2 more for the defending GIs. Probing German units were able to nearly cross the length of the south margin of the battle map, and were now poised to begin exiting the west edge. The high-maneuver & high-risk, sixth session (game turns 13-14) featured the German tide veering diagonally across the battle map aiming to exit units across the west map edge, as part of a massive left flank maneuver. In fact, the first Wehrmacht halftrack and a leader exited during game turn 14. Step losses this session were: 3 GI steps, and 4 additional German ones, as the Teutonic wave passed into and through the Wadi Keddab. A good deal of long-range fire was exchanged this session and some adjacent-hex firefights & close assaults ensued to the German’s advantage in Wadi Keddab. Another Pz-IIIJ tank unit and the remaining step of Marder III SPAT were eliminated. The updated victory points were now: 17 for the Third Reich, and 35 for the American defenders. A combined SEVEN combat 7-die rolls were thrown. Our seventh session (game turns 15-16) featured the continuation of the massive German left veer move to the south margin of the battle map thrusting toward the west edge. Another 4 steps of Wehrmacht troops exited the map, while there were a great many exchanges of OBA, Mortar and long-range, AT fire throughout the southern half of the map. A pair of Luftwaffe air strikes were fruitful, while others – and the single US air strike – were ineffective. Fierce fighting erupted in Wadi Keddab as the Teutonic horde tumbled into the depression. Steps lost this session consisted of: 12 more for the Germans, and 2 more for the GIs, bringing the updated victory points to 45 for the defending Americans, and 19 for the attacking Jerries. The costly, but entertaining, eighth session (game turns 17-19) was another grim one for the charging Germans, who managed to exit the required 10 steps off the west map edge, in spite of losing 61 steps in so doing. By mutual consent we decided to end the game as there was no chance of the Wehrmacht accomplishing their other 2 victory conditions. The final step loss tally was 61 for the Third Reich boys, and 19 for the GIs. There were 11 FOW-shortened game turns of the 19 that we played, This factor materially benefited the American defenders. We give this one an enthusiastic rating of 4, and heartily recommend it for SHARED and instructional play. Due to the hidden minefields, it is not a great choice for SOLO play. |
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