Fionn
10 Dec 04, 14:14
Withdrawal Under Fire: An AAR.
This is an AAR of an ongoing PBEM game using CMAK. It is set in Italy in February 1944 and features a 3600 point German force seeking to hold off/withdraw from an Allied attack which has somewhere between 6000 and 7000 points ( I forget which right now).
Basically I thought it’d be challenging to conduct a fighting withdrawal since all the books pretty much agree that’s the most difficult manoeuvre to pull off successfully. The terrain is quite wooded and dusty and not at all conducive to quick armoured movements but, by the same token, this reduces the speed of the German withdrawal to a slow walking pace and limits the ability of a small sacrificial rear-guard to use good defensive positions fronting on open terrain to establish a delaying position. Why? Simple, the broken terrain and many intervisibility lines would force me to spread them too thinly or, if I concentrated them, allow my opponent to flank them.
Purchases:
4 Jaeger Companies. ( Regular)
3 x Panzerschreck Teams ( Veteran)
2 x Panther ( Veteran)
2 x Brummbaer ( Regular)… This is only my second PBEM of CMAK and I’ve always quite liked the Brummbaer but never actually gotten to use it in a game of CMBB or CMAK so, what the hell ;), it’ll be fun even if the points turn out to be massively wasted.
Concept:
The first two Jaeger Companies will spread out into half-platoon detachments and establish a forward screen. Their job will be to strip the enemy of his reconnaissance elements before my main line of resistance is reached. I have utilised the “fall-back position” option to create several lines of foxholes leading towards my main line of resistance. It is my intention that the forward detachment will halt in or near each of those fall-back positions to further bleed the enemy reconnaissance elements before, finally, withdrawing through the MLR and setting up further, more concentrated, delaying positions behind the MLR.
The main line of resistance comprises two Jaeger companies deployed in platoon-sized detachments. Each detachment is sited to cover a likely enemy route of advance. Wherever possibly these detachments have been sited so as to take advantage of intervisibility lines to shield them from enemy direct fire but where this hasn’t been possible they’ve just been sited with a view to having some clear terrain in front of them within their firesack. Once the enemy has reacted to the MLR fire by deploying into attack formation and launching firestrikes on my positions the MLR will withdraw and take up positions behind the forward detachment. From this point onwards the two lines will leapfrog eachother as the retreat continues. Should counter-attack opportunities arise whichever line can seize the opportunity will do so with support from the immediately supporting portion of the rearward line.
Panthers and Brummbaer… Panthers will be tasked with anti-armour activities while I will try to keep the Brummbaer available to blast any enemy concentrations with their 15cm main gun. It is hoped that the blast from this main gun this will either throw the enemy into such confusion that the infantry facing that portion of the enemy advance can withdraw under little pressure OR that this carnage will provide a counter-attack opportunity.
Once the Allied forces have been whittled down sufficiently that all aggressiveness has been leeched out of them it should prove possible to break contact and withdraw cleanly. That, at least, will be the aim of any fighting done.
Note: As all my units are tagged for withdrawal it should be noted that not only will I not gain points if a unit isn’t withdrawn I will be doubly penalised for all losses since I will lose the cost of the unit AND will lose the points to be gained from withdrawing it.
So, all in all, it is essential to hurt the enemy badly ( so as to allow me to break contact) but it is also essential not to lose heavily in doing so as that would render any withdrawal a pyrrhic victory.
Estimated enemy forces:
At least 1 Bn of dismounted infantry.
Probably 1 company of infantry mounted in HTs.
A company of 76mm-armed Shermans.
A few FOs in the 105 to 120mm range.
All in all the points given the attacker allow them to craft a really nasty force, especially as the attacker is being favoured with more than the normal points ratio for an attacker.
PASSWORD: l'audace
Turn 1 & 2.
No contact so far. Just some infantry movement into forward positions and relocation of a single Panther into a more favourable forward position. I'll post further turns as they happen.
Feedback welcome.
This is an AAR of an ongoing PBEM game using CMAK. It is set in Italy in February 1944 and features a 3600 point German force seeking to hold off/withdraw from an Allied attack which has somewhere between 6000 and 7000 points ( I forget which right now).
Basically I thought it’d be challenging to conduct a fighting withdrawal since all the books pretty much agree that’s the most difficult manoeuvre to pull off successfully. The terrain is quite wooded and dusty and not at all conducive to quick armoured movements but, by the same token, this reduces the speed of the German withdrawal to a slow walking pace and limits the ability of a small sacrificial rear-guard to use good defensive positions fronting on open terrain to establish a delaying position. Why? Simple, the broken terrain and many intervisibility lines would force me to spread them too thinly or, if I concentrated them, allow my opponent to flank them.
Purchases:
4 Jaeger Companies. ( Regular)
3 x Panzerschreck Teams ( Veteran)
2 x Panther ( Veteran)
2 x Brummbaer ( Regular)… This is only my second PBEM of CMAK and I’ve always quite liked the Brummbaer but never actually gotten to use it in a game of CMBB or CMAK so, what the hell ;), it’ll be fun even if the points turn out to be massively wasted.
Concept:
The first two Jaeger Companies will spread out into half-platoon detachments and establish a forward screen. Their job will be to strip the enemy of his reconnaissance elements before my main line of resistance is reached. I have utilised the “fall-back position” option to create several lines of foxholes leading towards my main line of resistance. It is my intention that the forward detachment will halt in or near each of those fall-back positions to further bleed the enemy reconnaissance elements before, finally, withdrawing through the MLR and setting up further, more concentrated, delaying positions behind the MLR.
The main line of resistance comprises two Jaeger companies deployed in platoon-sized detachments. Each detachment is sited to cover a likely enemy route of advance. Wherever possibly these detachments have been sited so as to take advantage of intervisibility lines to shield them from enemy direct fire but where this hasn’t been possible they’ve just been sited with a view to having some clear terrain in front of them within their firesack. Once the enemy has reacted to the MLR fire by deploying into attack formation and launching firestrikes on my positions the MLR will withdraw and take up positions behind the forward detachment. From this point onwards the two lines will leapfrog eachother as the retreat continues. Should counter-attack opportunities arise whichever line can seize the opportunity will do so with support from the immediately supporting portion of the rearward line.
Panthers and Brummbaer… Panthers will be tasked with anti-armour activities while I will try to keep the Brummbaer available to blast any enemy concentrations with their 15cm main gun. It is hoped that the blast from this main gun this will either throw the enemy into such confusion that the infantry facing that portion of the enemy advance can withdraw under little pressure OR that this carnage will provide a counter-attack opportunity.
Once the Allied forces have been whittled down sufficiently that all aggressiveness has been leeched out of them it should prove possible to break contact and withdraw cleanly. That, at least, will be the aim of any fighting done.
Note: As all my units are tagged for withdrawal it should be noted that not only will I not gain points if a unit isn’t withdrawn I will be doubly penalised for all losses since I will lose the cost of the unit AND will lose the points to be gained from withdrawing it.
So, all in all, it is essential to hurt the enemy badly ( so as to allow me to break contact) but it is also essential not to lose heavily in doing so as that would render any withdrawal a pyrrhic victory.
Estimated enemy forces:
At least 1 Bn of dismounted infantry.
Probably 1 company of infantry mounted in HTs.
A company of 76mm-armed Shermans.
A few FOs in the 105 to 120mm range.
All in all the points given the attacker allow them to craft a really nasty force, especially as the attacker is being favoured with more than the normal points ratio for an attacker.
PASSWORD: l'audace
Turn 1 & 2.
No contact so far. Just some infantry movement into forward positions and relocation of a single Panther into a more favourable forward position. I'll post further turns as they happen.
Feedback welcome.