Need your tankers rested | ||||||||||||
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The title comes both from the scenario description (the US CCB of 6th Armored is described as "exhausted" and partially the result (namely that the US could not take advantage of opportunities to take out the 12th SS armored units). My only critique of the scenario is that, given the "exhaustion" factor; the short duration of the attack; and the fact that the Germans clearly have the burden of attack; I think a +2 initiative edge rather than +1 (to the German side) might have been more appropriate. The weather conditions mean that foot units move one hex at a time. The US side has 11 (count 'em) M3 units. This is significant long-range DF capability: a major German goal is to shoot up these units as they expose themselves hopefully before US armor takes out the panzers. The US sets up with a strong blocking force between the two woods that lie to the NW and NE of the hill-top town on the 20-m elevation line (i.e. blocking the direct approach from the north). Dug-in on a hill is significant protection vs. DF. The M16 was put into the crossroads of the town - it is very powerful with DF, but quite vulnerable to any AT fire, that I wanted it protected until a key moment (or, hopefully, when the SS panzers were destroyed or tied up). M4's were set to cover the western approach and just to the NE of Arloncourt. The M18 was held in heavy woods to the NE with a view to a dart-and-dash attack vs. German armor that might have entered one the eastern side of the board. It could also fairly quickly relocate to the west (as it turned out). The 12th SS sent two infantry attacks - the HMG laden one backed by one Pz-IVH platoon from the NW side of the road; the other from the NE side; the mortars quickly established themselves in the light woods at the board edge a bit farther east (but within their 10-hex range). I put the 2xENG riding on the Pz-V and Pz-IVH (with a leader) for a western hook. Moving only two hexes per turn, it took about 4 turns to get to the road leading into the western side of Arloncourt. The game seemed to hinge on this: the Pz-IVH supporting the panzergrenadiers was repeatedly missed by the M4 sitting dug-in atop the hill. Rather than counter-firing, the panzer platoon shot up the M3 half-tracks that were supplying some effective DF support vs. approaching German infantry. On the western side, the Pz-IVH with an ENG riding atop, survived four shots from a dug-in M4 and the M18 that had moved over to assist. Once they were exposed (and that was just too good a target), the covering Pz-V pretty much laid waste (even though it missed with one shot). Those malevolent youth also were fairly effective in clearing out the blocking company of remaining INF (in particular a US roll of '2' on the 9-col assault for first-fire fizzed, allowing a subsequent roll of '6' on the 30-col by the SS troopers to clear that hex in one fell swoop). As it does, the final phase of urban combat was bloody and slow, but the SS were able to combine their surviving armor with ENG units to mitigate the US defensive advantage. Another element of chance, but that, perhaps, mimicked the "for real" state of the US defenders is that the US drew no leader with a combat bonus (a few with morale bonuses). On the other hand, the 12th SS were lead by a grizzled Normandy veteran (the 10-1-2 obersturmbannfuhrer) who did receive his share of OBA and mortar fire). I liked this one, though. Subtle elements without a lot of time to counter mistakes or unfortunate breaks. Perhaps a 4.5 if we rated that way. |
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