Slow and steady jack rabbits. | ||||||||||||||
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Mods & condition notes: Fast mechanized movement, presumed crests on hills, Grossdeutchland troop counters, and AT/AA gun efficiency. Did not play double-blind. I had the Soviet side. Battle: I deployed spread across the center of my deployment area, mostly on the inner half of the 2 boards. The Germans deployed in 2 infantry groups, one behind the town, the other along the board 8 road, The German AT guns deployed on the hills, overlooking the infantry positions. I opened with a couple turns of split marching (to the right & left rather than the center). The heavy armor went to the right. The Germans moved into and occupied the town. The StuG also moved to support that force. The Germans along the road dug in. I pulled my left flank tanks back to the hill on board 2, and moved the 45mm AT guns in with them. The left flank troops began an oblique march around the Germans who had dug in. Artillery and long range HMG fire dogged me the entire way. There were some casualties and a fair amount of march disruption. Eventually, about 2/3rds of the expedition pulled about even with the Germans along the road, 4 to 6 hexes away. At the same time the left flank troops had reversed course and we following the path to the west-southwest. Just about now, my opponent realized the danger he was in. While the march along the west side of board 8 was slow, and sometimes erratic, it was determined. A second AT gun joined the first which was already on the board 8 hill. One AT gun each in hexes 613 & 714. These guns began to take potshots at my BT tanks. The left flank troops have been somewhat discombobulated by mortar from the town and long range HMG fire. The left flank BTs are joining their right flank compatriots. Everything was set. The BTs and T34 rushed to the west side of the hill (hexes 513 & 514). A 3rd German AT gun unloaded at the base of the hill, on the far side. I lost a BT to AT fire from the gun in front of the tanks. The second AT gun didn't have LOS due to the hill's crest. OBA suppressed the gun in hex 714, and I assaulted the one in 613, killing it. My KV kept a watchful eye on the now approaching StuG, forcing it to take a wide-arch approach. I retreated off the hill as the 3rd AT gun unlimbered. By now my infantry was parallel with the hill. My opponent tried to recover the situation by storming the hill with the lead elements of his infantry marching from the town. The infantry that reached to top of the hill were cut-down by OP-fire from my tanks, but he did get a captain up there to direct artillery. near the south side of the hill he assaulted a tank/infantry stack. He killed infantry, panicked the tanks, but otherwise lost due to my artillery fire directed at the hex. We call the game in my favor as I have 7 tank units and about 10 INF/HMGs within 5 hexes of the south edge. His emergency blocking force is dead or contained. All I need is time to win, and I have plenty. Observations: The fast mech rule is good for a quick run. Since my tanks outran their supporting infantry, they did end up in risky situation. I did this because felt I needed to keep the south-west pocket open. I had a very nervous turn, but it paid off. I was able to get around the hill before the AT guns were properly deployed (crest rule here). Demoralizing the AT gun in far hex allowed me to pop-up and kill the one in front of my tanks. If I had stayed to fight over the hill I would have been in for a world of hurt. The German deployment along the road took a turn way from my opponent's reaction. If he had been further back, I may not have made it. This was a game subtlety and calculation, followed by chaos and desperation. Probably the best way I like a game to go. Not strangely, my original battle plan went largely as intended. (I didn't think he would fall for it). |
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