View Full Version : 2WIN - Goliath vs. Murphstein
In a spontaneous follow-up to the workshop, I'm playing 'Two weeks in Normandy' as German against Murphstein. I received his turn 1 a while ago, but needed some time to get an idea of the scenario. There are about 80 VPs spread out over the map, but more importantly there are a number of 'primary objective' events that score 30 VPs each if certain conditions are fulfilled.
German analysis and movement turn 1
In the area near Utah beach, three German infantry divisions (91st, 243rd and 709th) face US 7th corps assisted by 82nd and 101st airborne divisions. Cherbourg is a primary objective for the Allies. I managed to build what I think is a reasonable defensive line here, blowing a couple of bridges to try to contain the 82nd airborne.
Directly south of this area is Carentan, which is a German primary objective, to be held at all costs. This is a troublesome area, since units from the 101st airborne managed to capture three bridges that I definitely would like to have seen blown. German 6th airborne regiment holds this area.
The stretch from Omaha to Gold beaches contains scaringly few units: 352th infantry div., 30th mobile brigade and elements of 21st panzer div. face US 5th corps at Omaha, and British 30th corps at Gold. Breaking down what there was, some kind of front was created. Inland lies the Cerisy forest, which is a German primary objective. Further south are two Allied Primary objectives: S:t Lo and Torigni.
The Caen area is held by the bulk of the 21st panzer div. against British 1st corps and Canadian troops landed at Sword and Juno beaches, respectively. Pegasus bridge is a German primary objective, and further south is the Bourguebus ridge, which gives 30 VPs to the Allies if held at end of game.
Attached is a sal, which shows my dispositions after movements and prior to the first combat round:
There were two areas where i felt that immediate action was required:
(1) Carentan: attempt to recapture and destroy the bridges over Douve/Taute.
(2) Pegasus: capture and destroy the bridge.
As regards Carentan, I failed to destroy any of the bridges (one was captured, but that was on the fourth and final combat round).
At Pegasus, things were a bit tricky, since I first had to force my way to come into contact with the bridge. I chose to do so on the western river side, which seemed weaker. As it were, I did not manage to capture the bridge.
I have the feeling that both objectives were one-shot attempts for this turn: next turn more troops will have moved in to consolidate the Allied positions...
Attached are pics of the Carentan area before combat; and the Pegasus area before and after combat.
There were no significant break-thoughs during Allied turn 2, but the German front from Omaha to Juno looked dangerously weak. Most of my reinforcements were committed there, patching the holes. I also started to regroup the 243:th division to the Carentan area, where I predict trouble in the near future.
The bridges in the Carentan area was a major concern this turn. Unfortnately, my counter-attacks there failed. The most alarming position, in my opinion, is the eastern bridge, where break-through is imminent (see pic below). Probably a big mistake of mine not to blow the bridges over the next river :argh:.
The other area which called for action was Pegasus bridge. I wanted to go for it before it is too late. Attacks in this area were partly successful in that I captured the village W of the bridge. The bridge itself is still held by the Allies though.
Need to put a screen-shot up of the whole front. :D
Need to put a screen-shot up of the whole front. :D
Good point! Here is a pic (reduced res) of the relevant part of theater and an end-of-turn sal for those preferring that. Any comments are welcome :)
Good point! Here is a pic (reduced res) of the relevant part of theater and an end-of-turn sal for those preferring that. Any comments are welcome :)
That looks pretty good, actually, looks lik you;ve got everything broken down, and you've managed to hem the Allies in pretty well.
That looks pretty good, actually, looks lik you;ve got everything broken down, and you've managed to hem the Allies in pretty well.
I guess at least some of the teachings from the excellent AARs of General Staff managed to get through my frontal bone :D
Situation after Allied turn 3 was similar to the one after turn 2: front from Omaha to Juno looked bad. Allied advances, but no break-throughs. The perceived break-through near Carentan did indeed take place.
German replacements were mainly assigned to the fragile Omaha - Juno front. Elements from the 243:th division started to position in the Carentan area (the whole division will be in place next turn). The Allied advance there seems to be reasonably under control. As regards combat, I was rather passive this turn. I hammered away on Pegasus bridge, evaporating some units there, but no advance.
Situation after Allied turn 3 was similar to the one after turn 2: front from Omaha to Juno looked bad. Allied advances, but no break-throughs. The perceived break-through near Carentan did indeed take place.
German replacements were mainly assigned to the fragile Omaha - Juno front. Elements from the 243:th division started to position in the Carentan area (the whole division will be in place next turn). The Allied advance there seems to be reasonably under control. As regards combat, I was rather passive this turn. I hammered away on Pegasus bridge, evaporating some units there, but no advance.
Somebody else help Goliath. I just realized that I'm giving advice to both players in this game (not realizing it, and, therfore, not giving anythign away to the other player), so best I only help with the other side, as I've more deeply assisted there...
The Allies have pushed forward here and there:
(a) Elements of the 82nd airborne have crossed the river NW of Carentan. Luckily ,reinforcements arrived in this area, and since I already have regrouped 243:rd division to this area, it ought to be manageable.
(b) The front from Omaha to Juno again is a sorry sight, although StuG units excel in fighting on and on when everything else crumbles... A number of units are encircled near Bayeux.
(c) Rather quiet near Caen, but the units that I used when attacking Pegasus last turn paid dearly for being exhausted when the counter-attack came.
Situation at the beginning of German turn 4 is attached (jpg and sal). Suggestions on how to proceed are welcome. For instance:
(1) The thin front from Omaha to Juno has been a major concern the past turns. Patching holes all the time, I never get the chance to build a deep defence with prepared entrenchments to fall back to. Should I have regrouped formations here from elsewhere early in the game? Any ideas on how to limit damage in the present situation? I believe the front can be patched again, but in the long run? A war of attrition would have required better defensive positions to be in my favour...
(2) What would be realistic goals, particularly when it comes to the major objectives (30 VP events)? For example, should I give up serious efforts on Pegasus bridge?
(3) Air interdiction is not nearly as bad as in R2R, but are counter-attacks worth the while? I am primarily thinking of limited attacks with direct support on reasonably soft-target-rich hexes.
General Staff
10 Nov 07, 06:39
In reply:
(a) Hold 325 in the bocage by moving units of 243 adjacent and digging in. This is very casualty-intensive terrain and keep the Allies in these hedgerows as long as possible all along the line if and as you can.
(b) Bayeux. As Allies I always view this city as the linchpin of the German defence and the key to getting behind the bocage to the west and the ridge lines to the east. Break out here and you're almost home. So I'd put considerable resource here to try to reverse the tables on the encirclement at best, to seal off further penetration at worst- especially by those recce units which can create havoc in your rear if they break free.
(c) St Lo's defence really hinges on keeping the Allies in the bocage. Once the Combat Commands arrive and they break out it's something of a dash for them and touch and go for you.
I'd recommend you look at my turn 4 defense against Elmer on this to see how I tried to build a defense. One rule I used here (and elsewhere- R2R too) is that reinforcements have 2 missions and you have to juggle between them- the first is obviously to get to somewhere they can be useful, but the second- almost equally important- is to start digging positions en route with a last single remaining MP. For instance in my turn 4 I've units digging in 46,34 and in/around Cerisy (both major crossroads and you need to fortify these and any hamlets++/urban areas) en route to help on the Omaha front.
Other points:
(1) It's tough at the Omaha-Juno front. Really best efforts though fight as far forward as you can in bocage/urban/hill terrain since you need to get time and distance on side. This feeling of desperation you have (everyone else as Germans too unless you're a big S&M fanboy or a fanatical planespotter) is also what makes this a great game as Germans- just when you think your line is doomed you find a way to juggle your reinforcement schedule or existing OOB to get that last desperately needed unit into position...
(2) Forget Pegasus, though keeping him defending it draws his resource that might otherwise go elsewhere. Watch engineers here- I've actually retaken Pegasus in one game by walking units on water (and an engineer unit with major fording ability) down the river. Likewise he can do the same going upstream. Cherbourg is something of a foot race for the Allies- if you can delay his movement enough you can keep it though more a function of movement than combat. Cerisy is worth a fight since it's something of a key to other VP locations (St. Lo/Torigni to West, Caumont/Hill 123 VPs/Bourgebus Ridge to East). Fortify every hamlet/urban area and dig in at a decent defensive position to hinder movement at crossroads (51,34 an example and using 2 up/1 back defense model helps here since even if one of the front units gets taken out the rear unit will still command the crossroad if you dig in here at 50,34/51,34/51,35). Torigni is a long shot for Allies, St. Lo/Bourgebus Ridge are achievable but it often comes down to the last turn on these, so extracting every inch of mileage from your troops and defense is absolutely critical since these- far more than the actual VP locations- usually determine a win/loss.
(3) Interdiction I regard as something of an unfortunate given, much as I imagine the troops on the day did. But those planes will get tired sooner or later so best to go forward and grin and bear it. You can set up LA attacks at LL or IL instead of ML so you take only one interdiction 'hit' for several rounds of combat but you have to juggle this 'benefit' (and again the air will tire sooner or later) with a potential combat disaster (you could check some of my turns to see what I consider a 'worthy' target). I do have some rules to mitigate the worst effects of interdiction:
(a) Plan your defense ahead- what's going to go where so you have a schedule of movements you can work with.
(b) Move broken down armour first as it's fairly rocket-resistant.
(c) Move units that are going adjacent to the enemy next, since if they get retreated you can set up an attack, then cancel it so they're again mobile and can dig in.
(d) Specialist units move last- engineers, HQs, arty.
(e) If you have some air on AS, move units hex-by-hex, then check your air and reset to AS if it's gone to rest, assuming it's in reasonable shape.
(f) Put weather on so you can perhaps move under cloud cover.
(g) I've also heard (unsubstantiated) rumours that the Soviets- in their own inimitable and eminently practical fashion- have been known to pack a train or two with political undesirables and run it around Eastern Europe to provide target practice (and sweet dreams) for Axis pilots.
Maybe worth an article with examples, though a lot of it is common sense (Oh, yes, move at night if you have a choice). Any Qs on any of this or rationales for why I did what I did in any of my turns just ask.
Many thanks for valuable advice, General Staff! As you say, this scenario is very entertaining as the germans, trying to patch things together after each Allied onslaught. I will try to get my turn 4 out tomorrow.
I realised that I forgot to report back on German turn 4. In summary, reinforcements managed to patch the worst parts of the front. Counter-attacks on the encirclement near Bayeux were not able to relieve the units there. I still do the beginner's mistake of using artillery on direct support when a premature end-of-turn occurs, consequently some artillery units were left with useless employments :rolleyes:.
Some new troubles and holes to fix. Main concerns: the weak front near Omaha, the situation at Carentan, and the river crossing W of Carentan. Fortunately, reinforcements arrived in numbers in the west, making life easier there. I have started preparing entrenchments at key locations behind the front. Counter-attacks were a disappointment, since I failed a force proficiency check after two combat rounds.
A brief status report for the last few turns: The Allies push relentlessly, but no significant break-throughs - reinforcements are still numerous enough to just enable holes to be patched. Most activity has taken place along the front from W of Carentan to Bayeux. Allies captured Carentan on T7, but were forced to retreat. We were unable to reoccupy the hex, though.
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