Axis counteroffensive stalled by pyrrhic means | ||||||||||||
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This scenario gives both sides an equal number of foot units and almost equal strength in armor with hill control as the prime objective. Both sides enter the map from opposite sides, East and West, and both have a hill within close proximity to the entry points. There are just 16 turns to attempt to hold on to territory and possibly try to take the opposing sides upper hill areas. The advantage for the British is that their hill yields two more upper hill hexes than the German occupied hill, for a start of 4 more VPs by just holding their ground. The German forces also have a further distance to travel just to reach their hill. It became clear to me that the best way to win with the British, though costly, would be to bring the battle to the Germans rather than simply assume the role of static defenders. I feigned an advance with the Grant tanks to draw the panzers out to battle and then moved them back to the hill in time to dig-in along with the 6-pounders. At the same time I sent all foot units forward to meet German foot units head-on, in the open, to block their advance. The panzers went at the hill positions alone and were eventually decimated to one step of PzIVF2 by the end of the scenario with not one Grant step loss. This was due to a streak of very high AT fire rolls and being dug-in in limiting terrain, making the attckers have to move in close. I expected maybe one or two step losses from the panzers but not 5 steps leaving all attacking units reduced and demoralized afterwards. German armor losses alone decided the victor in this battle. The main battle, directly between both hills cost the British a lot of foot unit step losses but did prevent the Germans from making it to their hill positions. Also, British leadership suffered with one British leader character Captain being lightly wounded, losing a point of morale and another LC Captain suffering from compound demoralization, though receiving a reprimand at a cost of 15 LPs. German leaders did well enough to come out of the battle alive and with positive LPs. Since this was a solo campaign and the British already held a susbstantial lead in CPs I took a lot of risks that I most likely wouldn't have in another scenario. In the worst case, even if the British lost this battle, it would not be by too much. In the end, the British prevail with 34 VPs to the German 19, wiining this battle by 15 VPs. This pushes their total CPs to 155 to the German tally of just 87. Casualties were: Germany: 3 steps of INF; 1 step of HMG; 4 steps of PzIIIG; 2 steps of PzIIIJ and 3 steps of PzIVF2. Britain: Major(9-0-0); Captains(9-1-1),(9-0-1); Lieutenant(7-0-0); 10 steps of INF and 1 step of HMG. I liked the play of this scenario and that every other turn there is a roll for aircraft for either side though the air attacks did not affect play too much. I believe that the British do have a slight edge in this one but not by much. I believe there are a lot of ways to play this one out and that in my play I took unnecessary risks with the British foot units and ultimately blundered with the German panzers. Just because you have tanks doesn't mean you have to attack other tanks or use them at all. In this case, with deadly direct fire values, I should have used the panzers as support against the British foot units from a safe distance. In any case, I didn't believe that 16 turns was enough time for either side to realisticly take the other's upper hill positions so I experimented in the costs of personnel and materiel. I really liked this for the ending of the first half of the campaign with four battles left to go and give it a solid '4'. |
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