PDA

View Full Version : Fall Grau 1.16 AAR US - Mantis, Axis - Chuck


Mantis
15 Jul 03, 11:23
I've noticed the similarity between playing the Allies in Fall Grau and playing the US in a Bulge scenario. It's rather similar; you have to rush like mad to constantly throw a line together, patch the holes that appear, pinch off any breakthroughs as the opportunity arises, and generally keep the entire front together until the initiative switches over to your side, while preventing any game-ending disasters. This can be frustrating at times, but is very rewarding when you pull it all off and finally get to take a breather! I'm going to attempt just such an elastic defence against Chuck's Axis hordes.

Turn 1

Chuck came at me hard. I believe this is the first time I've ever seen 5 industrial cities captured on the first turn. I believe 4 is the most I've ever taken. He did, however, split up his forces into far smaller groups than I've seen attempted before. Although I'm dubious about his chances to hold all these areas, the US is still in a panic to have lost so much, so fast.

Here are the initial beachheads, starting in the extreme south:

Veracruz (Mexico)

Mantis
15 Jul 03, 11:25
Tampico

Mantis
15 Jul 03, 11:26
Mobile, and surrounding area

Mantis
15 Jul 03, 11:26
Baltimore - Chuck retreated an armor unit and two reserves with a single infantry division. When this is all over, there's going to be an investigation...

Mantis
15 Jul 03, 11:33
Boston - This front worries me the most. Although he landed in Mexico and Mobile in greater strength, this beachhead is closer to the industrial heartland, and must be contained at all costs! There are two other industrial cities (Hartford and Albany) within 3 hexes of his front. Also of concern is how much he'll get away with in the other beachheads as I concentrate my forces against him here. This will, of necessity, rob the other fronts of the level of response I'd normally be able to muster.

Mantis
15 Jul 03, 11:40
The first turn is primarily one of shifting strength for the US player. Your forces are scattered all over the map, are in VERY poor readiness and supply, and you'd need about 7x the intitial rail points to embark even a single US infantry division.

In the Mobile area, I have very few initial forces, and I used them to try and force disengagement attacks with his paras if he chooses to move them.

Mantis
15 Jul 03, 11:44
All of my units have a readiness of 33%, and generally have supply hovering around 10% after moving. With my initial supply level at only 10, it will be some time before any of my troops are well rested and supplied. This has to be a secondary concern, as getting them to where the action is has to be my only priority.

Forces were numerous enough to gain a surround on the Baltimore beachhead, and eliminate the Axis division parked here. That's a 10% replacement loss averted!

Mantis
15 Jul 03, 11:47
Around Boston, I was able to pound the initial beachhead back to it's supply hex in the city itself, but simply had neither the strength or time to finish the job. Overall, I'm very happy with the level of response to this sector. He *will not* be allowed a single hex of ground in this sector if there's an Allied unit still mobilized!

Mantis
15 Jul 03, 11:55
A favorite tactic in the early going is to put all the US air right in the German's face, and set all those wonderful bombers to interdiction. Unfortunately for me, I required them in a combat support mode, and had fierce fighting around Boston eat my turn which denied me the opportunity to let my Axis opponent experience this phenomenon. This is a shame, because the first few turns are when you can exploit this tactic the most. But between that, and success in the northeast, I'll take the combat role every time.

Turn 2

Here's a shot of units stripped from the west coast, bound for Mexico. This becomes an interesting sideshow, as a decision made for all the right reasons has all the wrong outcomes.

Mantis
15 Jul 03, 12:04
This is the view that greeted me as I looked at Mexico City on the beginning of turn two. There is no way that I can get even a single unit to Mexico City for at least three turns, and he's already within two hexes. I don't have the strength to hold out for even one turn. Having crushed the Mexicans myself on many an occassion, I know how easy they die. With a sigh of regret, I reroute the troops pictured above. 80% of them (including all the armor) are given orders to move east, and approach the Mobile beachhead through the San Antonio/Houston area. The remaining few units are to continue south to attempt to hem in his advance, and cause what damage they can. There are alot of bridges in this area I need to visit.

Mantis
15 Jul 03, 12:11
The Mobile beachhead expands it's borders, and I continue to rush troops into this area. They are generally coming from Canada and the central and northwestern areas of the US, so they're still a long ways away. I'm hoping to get something there soon, as it galls me to watch him eat up all that terrain with no resistance. This cannot be helped, however, as my attention must remain focused on the northeast until I can stabilize the situation.

Units from Baltimore secured the area and all possible ports. Taking a note from the boyscouts, 'Be Prepared' is the US motto in this area of the theatre. No free lunches for the German here; every possible landing site is garrisoned, with the remainder of the troops securing New York and advancing towards Boston.

Chuck brought in reinforcements to Boston, and expanded his territory from the single city hex itself outwards to the north and south, forming a line. This is a very shallow front, and I hope to capitalize on this fact.

Mantis
15 Jul 03, 12:20
The rest of the theatre was nothing but moving units towards the areas of Axis incursion. But the action around Boston was again intense. I beat back his line in the two north-most hexes, capturing Boston itself, and dividing his forces in two. There will be no supply for these German troops for a turn, and I'll do my best to make sure they get no rest, either. Also again, the fierce battle for Boston ate my turn, and Chuck will be spared once more from the wrath of the Allied bombers.

Mantis
15 Jul 03, 12:28
Turn 3

Failed attacks on Mexico City. Although I'm surprised, it's not a concern. He now borders the city on two sides, and his line extends NW of the city, interdicting any possible response. Even more, my decision to abandon a strong response makes sense. After the fall of Mexico's capital, there is nothing of worth in this region.

Mantis
15 Jul 03, 12:45
Two motorized divisions land around Galveston, supported by an HQ. The few units approaching this area are able to surround the HQ, and eliminate it. A small victory, but we enjoy it all the same. That formation will be suffering from the loss, and all it's units will be affected.

The Mobile front advances in all directions. He landed several units at New Orleans, and that industrial city is now in the hands of the Axis. My replacement rate is now at 66%. His line extends north from here to Jackson, Montgomery is cutoff but holds with two divisions. Axis units are adjacent to Birmingham, and reinforcements have yet to make it this far. Axis bombers have taken out the bridges leading here; things are looking grim indeed. I need to prevent any more industrial cities from falling into Axis hands! Southeast of here, Talahassee has fallen, and Axis units are adjacent to St. Petersburg.

New York has been further strengthened, but is not yet up to acceptable levels. I have small seizures every turn as I watch long strings of Axis units take to the sea from Newfoundland, and pass adjacent to Boston, then adjacent to New York and Norfolk on their way to the southern US front. I strongly suspect Chuck is doing this on purpose to give me my first grey hair...

Glory! My Axis opponent has seen my determination, and has abandoned the Boston front! Only three divisions remain! Those that left are also in such sad shape that they haven't the range to re-enter the theatre in the south; instead they must retreat back to Newfoundland. Precious sea transport points, spent three times to get these units back to a fighting front. Although complete destruction of these non-reconstituting Axis units would have been preferred, this is a victory in itself.

US units, supported by heavy Canadian HQ assets destroy the two northern divions, but the single infantry division to the south survives some fierce fighting.

Mantis
15 Jul 03, 12:54
Turn 4

Chuck saves the last remaining infantry division - Boston is now secured! A strong defence is setup here, and the remaining units reinforce New York to proper levels and continue south. Baltimore, Washington, Norfolk and all surrounding ports will be garrisoned to some degree. The Axis will not be allowed ashore in this area for anything less than a full scale invasion.

Chuck has sacrificed 10 supply, and increased his sea trasport points to 30000 tons per turn. Although the amount of equipment that can be brought over with this capacity is worrying, I hope to exploit that supply level of his a little further down the road. The more progress he makes, the further he is from his supply sources. Phase one of the campaign will be to destroy each and every bridge he holds to further reduce this level. Phase two will come into place once I'm able to hold a line with reasonable security.

Another failed attack on Mexico City. Axis units now border the capital on 5 sides. I have over a dozen units from all over Mexico that have been attempting to approach the capital, but other Axis forces are constantly pushing me back, and causing overruns. The capital may be holding, but I can't get near it at all. The nearest US units are still around 3 or 4 turns away. The nearest US units are the ones that were closest to begin with, so my decision to cancel strong reinforcement to this area have had no impact on Mexico City's defence.

Mantis
15 Jul 03, 12:55
Various battles in other areas of Mexico mostly see my pathetic Mexicans taking a beating, but there are several other instances where my boys are holding him back. Tequila for everyone!

SS Panzers in Galveston and New Orleans! Unwelcome sights, to say the least. Houston falls, with several Allied armor and infantry divisions only a turn away. Another hit to the replacement rate! At least I hope to be able to contain him and protect Dallas and San Antonio. But with armor divisions supporting the SS units, this will be a tough battle!

Montgomery has fallen, and Birmingham is bordered on three sides by Axis troops. I have units approaching from the east, but Chuck keeps all bridges leading to this area blown, and I'm unable to get much here. A couple of Canadian HQs are airdopped into the line to assist in holding back the German advance, and to buy some precious time. Two infantry divisions approaching from Memphis to the northwest get within 4 hexes, and I'm able to begin a line of sorts.

Mantis
15 Jul 03, 13:15
Birmingham, before and after.

Mantis
15 Jul 03, 13:22
Turn 5

Again Mexico City repules multiple attacks. (How are 4 points of Mexicans, with 1% supply, holding off these assaults?) US units are still two turns away at top speed, but this situation is beginning to bother me. It still shouldn't make any difference. Axis reinforcements have been sent to this area, and I am still unable to even approach the area with the Mexican units I have in the neighborhood.

The situation around Houston is becoming critical. Axis assaults have dislodged all my defenders in this area, and expanded his front.

Mantis
15 Jul 03, 13:28
The lines around Birmingham are fleshing out for both sides, and not much occurs here. Both sides seem content to expand the fronts, and see who flanks the enemy's line first. A contingent of Venezuelan units pushes towards the east coast. There is no Allied supply source in Florida, and the 5 divisions of militia units garrisoning the cities in this sector are slowly withering on the vine.

Allied units from across the continent are slowly approaching the fronts, and the US forces rerouted from Mexico approach Houston. Canadian units coming from the north add to my available forces, and I manage to put up a reasonable line in front of the Germans. Dallas and San Antonio are safe for awhile yet!

Mantis
15 Jul 03, 13:33
Turn 6

AGAIN the stalwart Mexicans are able to defend the capital, although Chuck is able to complete the surround this turn.

Units to the south are unable to approach the city, but are able to make a fighting retreat in the general direction of the capital. Hopefully, they can link up in a few turns, and form a line of sorts once the US units make it to the front.

Mantis
15 Jul 03, 13:41
Around Houston, my units defending the Brazos river to the west are stiff enough that Chuck attempts to shift focus, and push towards Dallas. I have a considerable amount of forces approaching from the north, and feel I can contain this advance, but it's disheartening observing the speed at which those Axis armor units are able to gobble up ground. Fortunately, I have 3 US armor divisions in the area myself, and they are able to dig in right in front of his advance, a mere 3 hexes from Dallas itself. An infantry division in Shreveport to the east helps to bottle up an SS Panzer advancing up the river.

The Birmingham line continues to stretch to the east and west, and is met with US and some few Canadian divisions to match it. Half a dozen Axis infantry divisions land in Charleston supported by Italians just south of Savannah. This is troublesome, as the area is almost empty of Allied forces, but the first wave of units from the Boston campaign approach the area, and form a line in front of Columbia, awaiting the Axis advance.

Mantis
15 Jul 03, 13:51
Turn 7

Mexico City falls!

Here's where I feel the pain. Had I maintained my initial direction of deployment, I would have had enough in the area to counterattack, and likely hold Mexico City for turns to come. Chuck is trying to run this front on as few forces as possible, preferring instead to feed them into the more valuable real estate centered around the southern US. The arrival of those units would have forced him to feed even more German troops into this area.

But it's not so clear cut. I've been able to shutdown any advance the Axis have been trying to make in the Houston area, and this would not be so had I not diverted the troops. With hindsight, it's easy to see that I made the appropriate decision, but the irony of the situation has not escaped me. Perhaps I could've held him off just outside the gates of San Antonio and Dallas, and held Mexico City as well? Well, no use crying about it. I'm happy with the way things turned out, but it makes for some interesting mind candy!

Observing the way in which Chuck has been playing, I believe Mexico will wither away to a secondary front at best, and I settle in to contain him. I still have some work cut out for me to accomplish this, but barring any serious Axis reinforcement, I should manage the deed in a handful of turns.

Massive amounts of reinforcements are pouring into the Houston area, and I strengthen my lines, and attempt to flank the German line to the east. I hope to draw reinforcements to this front, giving me more time to secure the eastern seaboard areas.

Mantis
15 Jul 03, 13:54
The Birmingham line now extends solidly from the Mississippi east to the Atlantic, with Italians and Germans landing behind my lines at Wilmington, surrounding the city. I'm having a tough time finding enough units to complete the line in this area, but rail capacity is up to 24000, and 3 Canadian armor divisions are brought in to stem the tide.

Mantis
15 Jul 03, 13:58
Turn 8

SS Panzers, Panzers, and mech are approaching the Rio Grande, and I'm able to draw a few units away from San Antonio to hem them in.

Mantis
15 Jul 03, 14:13
My attempts to flank the Houston line are easily thwarted, but we had to attempt to extend the line! The Birmingham line remains static, but the addition of panzers to Wilmington has made this area a hotbed of activity. Although fighting is minimal, both sides are scrambling for an advantage. The three Canadian armor divisions are joined by three Yankee armor units, and help to shore up my defences.

Replacement rate at 43%. (Mexico City, a 60 vp city, counts as a 20% hit!)

The Birmingham line west

Mantis
15 Jul 03, 14:14
The Birmingham line east

Mantis
15 Jul 03, 16:13
Turn 9

This was a turn of consolidation for both of us. Chuck sent a few units to explore all ports from Quebec all the way down the eastern seaboard to the front one hex north of Wilmington. I have very solid defences, and he wisely decided that the troops were be of better service in the front. Several units were added to Wilmington and areas slightly south. In response, several divisions from the 1st National Guard army that appeared last turn took places in the line to shore up weak areas, and cover exposed positions. The rest of the NG formation was deployed to Mexico to halt his advances with lone panzer units, and to shore up the Rio Grande line.

Little else happened this turn. Chuck is getting close to air parity, (at least he is when 85% of my air is in reorg) and interdiction is having less and less of an effect under these conditions. I was hitting him perhaps 2 dozen times during his turn when air was vastly in my favor. These strikes are of course dependant on his actions. Many combat phases on the Axis turn allowed more strikes. Last turn, I believe I only hit him once or twice. Glory days in the air are over!

I continue work on repairing bridges, and begin to turn my eyes west. The Japs showed up this turn, and their fleet did a recon mission up and down the west coast. Perhaps they didn't like what they saw, as no landings were made as of yet. Most of the west coast is heavily defended. There are, of course, 'chinks in the armor', as I simply cannot afford to cover this region as I would like.

With my heavy defence of the NE, and mostly solid defence of the west coast, I remove alot of strategic option from Chuck's point of view, but at the cost of leaving the front weaker than I would otherwise. As Chuck has just explored all these areas, I give nothing away to admit that I have over 30 divisions in garrison mode in various ports. While that sounds excessive when considering my stretched out fronts, it keeps the Axis in an area I'm better able to contain, and restricts the size of the front I have to cover. An additional two or three beachheads would require far more than these thirty divisions to cover adequately! And in any case, this leaves a large supply of mobile reserves ready to hand should disaster ever strike. The Germans can't cut that many bridges and rails!

Mantis
16 Jul 03, 13:10
Turn 10

Another quiet turn. The Axis only made an attack or two, advancing a hex closer to Atlanta in the face of weak defenders. I've remedied the situation. No action to report from the Allied perspective, except a failed attack on a unit just north of El Salvador. Failed the comm check, and had my turn end.

Mantis
20 Jul 03, 18:43
Turn 11

Another quiet turn on the Axis side. Some attacks into the line, but no real progress.

The Allied counterattack has begun in a limited fashion. This is a shot of Wilmington at the beginning of my turn:

Mantis
20 Jul 03, 18:45
Concentrated air assets supporting the action, along with a healthy amount of armor have allowed me to push the Axis back out of Wilmington and recapture the Axis supply source.

Mantis
20 Jul 03, 18:48
Chuck has been landing several panzer divisions into the Mexican theatre, and they are advancing towards the Rio Grande. I've been scrambling to contain him. Recon has been lax in this area, and more Axis armor has come pouring out of this area than the Allies were expecting. This front bears watching for the next few turns!

This shot depicts the Axis position at the beginning of my turn.

Mantis
20 Jul 03, 18:56
Turn 12

Large amounts of Axis reinforcements have disembarked in the Wilmington area, and I was unable to hold the city. Allied intelligence reports about half a dozen armor units in the immediate vicinity, including SS; a couple of panzer grenadier divisions supported by SS recon elements and Italian units make this a very volatile area. The Allies have 6 armor units in the area to combat this mobile strike force, and reinforcements are working towards this area of the front.

Macon has been isolated and surrounded as Chuck attempts several attacks to breakthrough towards Atlanta. This area was realtively weak, but recent Allied reinforcements have arrived, making the line solid once again. We've lost a hex or two in this location, but there will be no more gains by the Axis without a concentrated assault.

A lone Axis armor unit has raped unacceptable amounts of terrain upon crossing the Rio Grande, finding no Allied defenders in the region. Intelligence will be hearing about this failure!

Mantis
20 Jul 03, 18:59
Fortunately, I had enough units in the immediate area to both strengthen the Rio line in the face of continued Axis reinforcement, and also rush northwards to cutoff the overextended panzer and make any further exploitation difficult.

Mantis
20 Jul 03, 19:03
The Axis tried for a general offensive this turn; testing the waters, as it were. Fortunately for me, my boys proved up to the challenge, and only a couple of hexes were lost in a multitude of attacks across the length of the front. I'm hoping that losses on the Axis side were quite heavy. I think we've both been playing possum enough this game that rifle squad losses are unlikely to be a factor for the Axis side as of yet. I plan to make every turn as costly as possible for Chuck, but this is unrealistic until my supply levels rise to maximum, and my units recover from the 33% readiness and 10% supply I was stuck with since the beginning of the scenario.

Mantis
20 Jul 03, 19:07
For some reason, evaporated US infantry divisions are reconstituting in Campeche, the eastern-most area of Mexico. Two trapped US infantry divisions have been working their way up the coast, attempting to make it back to supply and the main US lines. With several Mexican units supporting, we happen across a lone German infantry division in Veracruz.

Mantis
20 Jul 03, 19:13
Probing attacks by weak Mexican forces convince the Allies that an assault is on order. There is enough strength present to evaporate the German division. As these Allied units are cutoff, and their future uncertain, we are regrettably unable to take prisoners from this campaign.

Guilty consciences are assuaged by thoughts of the German army's exploits in Europe, and the fate of any Allied soldier unlucky enough to be captured by the Axis in this campaign.

We shall shed no tears for those that *must* fall.

Mantis
20 Jul 03, 19:21
Turn 13

Further Axis reinforcements of the Wilmington area have High Command troubled. Although we have a great deal of forces in this area, the strength of the German panzers here cannot be overestimated. Word of the atrocities committed by the outraged Nazis on the helpless citizens of the city have only strengthened our resolve. Incidents of inhumane treatment of German POWs, although uncommon, are becoming more numerous.

I fear what we shall become ere this battle for our survival is complete...

Mantis
20 Jul 03, 19:26
The panzer that crossed the Rio has been surrounded and dealt with. There were no losses. Allied morale is greatly improved with this success.

A single German infantry division was trapped at sea in an abortive attempt to oust us from Veracruz. Various fighter and bomber units from the US, Mexican and Canadian airforces were sent down to the area for a limited mission, and the Axis scum were sent to the bottom of the sea. We hope to send many of their brothers to visit them as the war progresses.

Mantis
11 Aug 03, 19:51
Turn 14

The Axis have made some few assaults, meeting with modest successes. We were pushed back from the western portion of the line, and the Germans are now within 2 hexes of San Antonio. There are some reserves in the area, but we were also pushed back from the Rio Grande line, and the Axis has advanced a panzer up the road just 5 hexes due south of San Antonio, in an attempt to roll this line back from the flank. This has Command a little nervous, as we don't have the forces to deal with everything in the manner which we'd like.

The 2nd National Guard Army was called up this week, and has been railed in to provide further reserves in some few key locations. Some shuffling of the troops occurred, and the lines have been restored to my satisfaction.

The Germans continue grabbing unoccupied airfields all through Mexico with brokendown FJ units. Although this is annoying, there's not alot I can do about it. I've caught a few with my fighters and caused some damage where I could.

The best part of the turn was finding a lone, exhausted Panzer Grenadier probing through the wastelands of Mexico. The German side of the 'Rio Grande' line is 6 hexes to the NE, but I have some American infantry divisions evac'ing from Mexico, and driving up the centre of the desert, blowing bridges and generally raising all the hell they can on the way back to the US side of the line.

Mantis
11 Aug 03, 20:01
In a risky land/airborne operation, several HQs were airlifted in from varying corners of the continent to US-held terrain adjacent to the Panzer Grenadiers. Two infantry divisions were in range to the south, and completed the encirclement. The Grenadiers were unable to put up much resistance in the face of this attack, and were easily taken.

Again, due to being in tenuous supply, and hundreds of kilometres away from 'safely held' US terrain, no prisoners were taken. Although High Command is aware of the neccessity of this decision, and fully supports it under the circumstances; we are worried over the frequency of these actions...