Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Leyte '44 #29 - Thanksgiving Day
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr 2 #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") Panzer Lehr #24 - Plug the Hole
Desert Rats #24 - Hill 175 South Africa's War #7 - Rear Echelon
Dragon’s Teeth #33 - Chickenshit Regulations South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
Don't Give a Job to the Tar-Heels That Needs the Wolfpack
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2014-02-12
Language English
Scenario RoRB004

May take some heat for this title :-)

US objective is to take a 3-hex village; a five hex town; and two entrenchements. US sets up on the 20-m hill of B24.

German Set-Up (all B23): 2xstrongpoints (5-4 and 3-4) set up in the village. ENG+HMG entrenched in 0706. GREN+HMG entrenched in 0905. 75/41 in 1005; GREN in 1106, 2xGREN in 0906, and 2x81mm in 1006.

Phase I (Approach): A rough go for the North Carolinians. German artillery and OF much more effective than US. 75/41 gun gets in a step kill on an M4 8 hexes away (through a light woods) in 0301 and, as in a previous action, US artillery has a dogged time getting rid of this unit, albeit they do keep it busy with morale recovery. Initial US assaults against the strongpoints in the village are frustratingly poorly executed (read, three '1' rolls on the 18 col in succession). The FLM unit had been kept back for use against the ENTs.

Phase II (close quarters): US finally clears the village by turn 7 and tries to consolidate formations disrupted by German fire. Farther west, likewise the US suffered an M4 step loss (both M4' hit by the ATG DD'd and flee and do not recover in time to participate further). The US perhaps foolishly makes an assault against the 0706 ENT ... fortunately, perhaps, both sides fizz a bit on the assault, but the US side is disrupted ... so for several turns, the US does nothing in the assault (with the Germans content to wait it out) except recover and attempt to bring up the FLM unit (it is D'd twice and take until turn 15 before it can.

German efforts to interdict the FLM, however, allow the western attack group to recover cohesion. Also, finally a good US OBA strike puts the German units holding the 0905 ENT into a recovery cycle allowing US units to approach adjacent. Despite, however, marshaling sufficient force to get onto the 30 DF col, definitive results are elusive.

End Game: The GREN in 0905 is finally eliminated, but German artillery (and an unfortunate friendly fire result) again disrupts the US attack cohesion. To the East, finally the FLM enters the assault and obviates the ENT first fire: US go in with their surviving full strength (Dis) M4, the FLM, and an INF + 9-1-0 captain - attack on the 30-col vs. a 24 defensive fire: both roll 6's! In fifteen minutes of the hottest fire known in PG, a full HMG + reduced ENG are eliminated for the Heer; and a full platoon of INF lost for the NC Guard. US morale also DEMs the M4 though the FLM platoon holds steady. But, time is out.

US captures 3 town hexes and a single entrenchment. The Germans have left two town hexes unoccupied and the other ENT is held by an HMG. Thus, a German victory.

Step Losses: Germany = 9 US = 10 (not relevant to the VC). Also note that the US force remaining has the following morale situation:

Demoralized: M4(red); M4; 3xINF; 1xINF(red). Disrupted: LT (9-1-0) and 2xHMG. Remaining German units (essentially, a full company) are all good order.

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