Lutrebois Falls To Clever American Attack | ||||||||||||||
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This battle played over Skype with Alan Sawyer. The scenario requires Germans to hold out in Lutrebois against twice as many Americans of EQUAL morale (all sides have an '8' morale factor) for just 12 turns. Losses and town hex control will decide the victor In the first four turns the Americans made a cautious advance on Lutrebois and also uncannily sent a small detatchment of infantry to scout the periphery of the battlefield too. But their advance was being perfectly timed. As the defenders, the Germans needed to hold fire until the US troops had been committed each turn to avoid allowing any US Infantry taking advantage of MG teams shooting elsewhere. But in the cold Winter of an Ardennes morning, with the mist swirling around the firs, the confusion of the Fog of War meant that the German defenders rarely got the time or chance to fire on any briefly seen attackers. It seemed as if they were able to move about the forest unharmed and slowly close on the town. Worse still, US artillery was seriously zeroing in on their targets. In the first hour it had knocked out the German AT platoon, AA platoon and a step of infantry that had dug-in o/s Lutrebois. This forced these infantrymen to seek refuge in the town. By the end of turn 6, the Americans were still 400 yards from the outskirts of Lutrebois, but had suffered just 1 step of infantry lost. With 6 turns left, the close-to-contact would now be enacted. With no German AT ability, the US tanks could advance securely with their infantrymen, and along with US Engineers the assault on the town soon began. For the first 45 minutes of the assault, the Americans worked their way through the town against a defence of mixed value. With the tanks and Engineers, the Americans were able to use close tank HE fire to blast out defended buildings before sending in the engineers and infantrymen to mop up. German losses mounted nastily. However, some local German officers grabbbed together platoons to counter-attack the Amis, and for the next hour, that famed German counter-attack doctrine and a bit of life suddenly found in their Commander's will to fight back and cause the Americans began to suffer, finally inflicted larger losses on the Amis in the final 45 minutes. Not just losses, but demoralisations too. In the end, the town battle came down to the Americans throwing in their infantry in town hexes to dispute hex control in the last turn. These 4pts lost to the Germans (though not gained by the US) finally swung the game from a draw to a US Minor win. That said, just a step casualty here or there either way and the whole result could have changed again ? This scenario can be won by either side and can be drawn too. In fact, if there ever is a PG tournament, this one would probably be in there. I expect to see all manner of results from this scenario because the 'if-onlys' & 'what-ifs' and all manner of results of combat can more than easily swing things. In my case, a rather lack-lustre defensive effort by myself and some patient controlled advancing by the Sawyerbean brought the win for the Americans. Good solid 3 rating because of the balance and exciting end which I think this scenario will always have. Getting to the last 4 turns though, I found I was a spectator a lot of the time, holding fire till the US had committed and then being befuddled by the Fog Of War at some inopportune times. In fact, my HMG units set up on the edge of town only got to fire TWICE in the first 7 times due to FOW ! Who says it does not have much effect on small scenarios ? |
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