Author |
thomaso827
|
Method |
Solo |
Victor |
United States |
Play Date |
2016-01-09 |
Language |
English |
Scenario |
ApPA001
|
The US brings 2 companies of armored infantry in M-39 APCs (from Patton's Nightmare), 6 Infantry platoons and 2 HMGs platoons with 1 Mortar, supported by 2 M-24 platoons (also from the Patton's Nightmare mix) to clear 8 East German Police platoons, 3 HMGs, 2 Mortars and a 75mm AT gun away from the crossroads on board 25. The crossroads is on a 20m hill and has lots of 40m hills that can observe it from woods, and the East Germans not in woods can begin dug in. The US enter from the east side of the board and get air support of 1 plane on any 2 turns but have no OBA, while the East Germans get a single 12 for OBA. The US wins if they prevent the East Germans from having a line of sight on the crossroads at the end of 20 turns. The East Germans set up with an infantry and HMG on the north-eastern corner of the hill at hex 0805, the 40m light woods hex at 0606, and the 40m woods hex at 1014, the 75mm AT with a Police at 0608 in the woods, and the remaining 4 with a LT and the Kommissar dug in in the light woods at 0809 and 0910. I split the US into two attack groups, the Major taking a larger force along with the tanks coming in and through the light woods in the north and the CPT leading the rest with the mortars along the road into the central light woods.
the US manages to get in just far enough to spot one of the dug-in stacks and calls in air support, and the A-20s arrive but fail to do any damage. In the north, the Major gets into successful assault with the police and HMG units and quickly wipe them out, with a 30+ attack against an 18 column. The north and central East Germans fold up quickly, but the East German major with his POL and HMG hold the west central woods while the southern hill holds off the US with mortar and OBA fire until the US mortars succeed in demoralizing one of the 2 mortars and the demoralized mortars flee. Up until now, the POL and HMG in 1014 had been hoping to hold out to the end and swing around to get a last minute line of sight on the crossroads, but with the mortars now being assaulted in the next hex, they move to counter assault, but fail, losing a step at a time and slowing down the US assault as the odds against them shift, in the end the US fighting on the 30+ to the East Germans on the 5, and only then because of the leader. The East German major had been captured on turn 11, so it came down to this last disrupted stack trying to hold and then shift to observe the crossroads, but luck finally failed them, the final mortar unit dying and the LT being captured in assault with the US having nearly surrounded them assuring they would not have a chance to move into view of the crossroads. US victory. The East Germans have a morale, full or reduced, of only 7, and most of the East German leaders drawn were 7s as well, with a Kommissar of only 6. Interesting game.
And now that I start looking at the next scenario, I see I entered from the wrong edge for the US, which changes everyting in the cover approaching and where the East Germans need to set up. I'll be playing the scenario again in the near future to correct these things.
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Nice AAR Thomas! I want to tryout some of these scenario as well. I talked to Mike at AP about adding some more scenarios with East Germans vs. Canadians units when that supplement gets published to the daily content on APs homepage.
Thanks, Jay. I enjoyed this scenario and the other hypothetical cold war scenario books. Just wish there were more short scenarios of under 24 turns, but I hope to get to some of the bigger ones this year. The Canadians sound cool, but I'd also like to see the other side of Patton's plans, to take the surviving Whermacht units and turn them around to fight Russia. Even with the occupational forces, there must have been some small part of the old German army that could have been resurrected by 50-51 to fight next to the allies. Also missing British forces for this outside of those from Secret Weapons.
Entering from the wrong map edge gives you a new tactical problem to solve. It adds to the imtellectual puzzle.