Certain German win: Poor US rolls and setup could have been much better |
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Starting off, the leader pick for the US was pretty poor. I decided to hand them in for a second pick as there are good quality Airborne troops there and got a better hand (I need to get my hands on some Airborne leaders...). The defense took advantage of the +40 wooded hill adjacent to the crossroads where I put my mech and artillery. The crossroads was defended by mostly single stacked Inf and Para's in a honeycomb around hex 0709. In retrospect, I should have double stacked these hexes as I quickly wanted to reinforce them. Also, the big bonus for the defenders will be Op Fire against advance grenadiers and single units lack the muscle. Some history for those interested in what units were involved (don't see enough of this detail in Elsenborn): 4SS PanzerGren Rgmt, 2nd SS Pz Div: 3rd Battalion enters from the west, mechanized 1st and 2nd Battalions from the south supported by the few panzers from the 2nd SS Pz Rgmt At the crossroads, elements from some US units identified as: Elements 598 Field Arty Bn, of course, 106 Div Elements 203 AA Bn, 7th Arm Div Elements 3rd Arm Div (the M4/76) D Troop, 87 Cav Squadron, 7th Arm Div and 2nd Bn, 325 Glider Rgmt, 82nd Airborne Div A company of Para's plus all the odd Inf and and HMG units made up the area around the crossroads, while much of the 2nd Bn, was in the adjacent woods to the N and E. I set up my troops on the highest ground and this paid off for the escape but not the control of the crossroads. In my assault, 3rd SS Bn, unloaded on the NW edge to infiltrate the woods and try to assault the high ground, which became like a citadel. The 1st and 2nd SS Bn's with Pz IV's assaulted in a two pronged attack from the south. Early on, the Panthers were waiting and I foolishly moved them to hex 0909 just one hex ahead of the infantry. The US infantry in the two adjacent honeycomb hexes then had a golden (or foolhardy) opportunity to hunt these beasts down with a close assault and potential bazooka attack. One of the two platoons was allowed an AT fire in close assault but just missed getting a hit. Also, the M4/76 in 0607 blew it's cover to take an Op Fire. This bounced off the Panther, which also missed it's shot at the M4/76 (using Armor efficiency move and fire optional rule). The German inf closed on the exposed GI's and finished off the hex after about 3 or 4 turns. When the Pz IV's closed, the M4/76 used Op Fire again and just one number short of a hit! That Pz IV got a modified 13 and blasted the Shermans out of the game. Success for the Glider Bn was had at the citadel however, where I assembled all my other mech forces out of harms way of the Panzers. 3SS Bn backed away from the citadel and started edging eastwards. At this point, I decided the US would lose the same as the crossroads were being contested and so I relaxed the Poor Cohesion rule to allow a full retreat and fighting withdrawal. I wanted to see what could be salvaged from the situation. Interestingly, this is when the 3SS encounted some heavy casualties by getting in the way of the fighting withdrawal. The remaining GI's were able to get on the northbound road or fight to the western edge of it and only half of the 2nd Glider Bn escaped. Most of the regular army infantry was lost at the crossroads with a few leaders, the towed 105's, and one halftrack. But the rest of the mechanized forces and every single truck escaped! The American's were unlucky with quite a few AT roles and Assault roles. Had that Panther been damaged in the counterattack, it would have been quite exciting! Great scenario, though I think you'd have to sacrifice the entire Airborne Battalion to try to win it. Enjoy if you play it! |
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