It's been a while since i posted an AAR, and as playtesting for Anzio is in the final stages (current version maybe the final one except we detect an event bug) i thought i'd post an AAR from my current game with Heldenkaiser, also with the purpose of advertising
We're playing version 1.61, for further info about the scenario see: http://forums.gamesquad.com/showthread.php?t=80220
...
It's pre-dawn, January 22nd 1944. US VI Corps is ready to land behind the German lines at Anzio..
First, i think i need to explain how victory as the Allies can be achieved in Anzio 1944. There are two possibilities: Either a sudden death victory by increasing the EEV value by driving up the Velletri Gap, occupying the high ground of the Colli Laziali (Alban Hills) and cutting the railroad and highway 6, the vital supply line for the German forces at the Gustav Line. When the EEV reaches certain levels there are certain percentage chances for the Germans to withdraw from the Gustav Line. The other possibility is simply by holding the gained ground and the major part of the VP locations (i.e. if the EEV checks failed or the Allies haven't reached the appropriate EEV value for the first check.)
Speed is crucial. The longer the scenario lasts the stronger the Germans get, initial resistance will be weak but will stiffen over time as more and more German reinforcements reach the beachhead.
As the Allied player i have the option to airdrop the 504th Para Regt in the vicinity of Aprilia, approximately 15 km north of Anzio. This is a big advantage as speed is the key to an Allied victory and the German player won't be able to set up blocking positions further south than Aprilia. However i decided not to chose the TO as the 100 VPs penalty could make the difference between one victory level (1000 VPs on the map) and if the EEV checks fail this could be critical.
I outlined my plan in the attached .jpg file. It consists of two phases:
Phase 1 (yellow)
Securing the base of the beachhead, cut off Highway No.7 and deny enemy lateral movement*.
Br.1st Inf Div (+ 40th Royal Tank Regt) will move up the Via Anziate towards Osteriaccia with the objectives Aprilia, Osteriaccia, Campoleone, Albano and Genzano. It will be supported by one Ranger Regt and US 3rd Div's 15th Inf Regt which itself will be supported by a TD Bn. This is obviously the main effort for phase 1. Why? Because my opponent will probably expect my main effort along the axis Cisterna - Velletri - Valmontone where the terrain is better suited for mobile operations (north of Cisterna) and where he had put his main effort in our last game.
The Commando Force, later to be relieved by 504th Para Regt, and one Ranger Bn will secure the long flank along the Moletta Creek, up to Buonriposo Ridge and Vallelata ridge. This terrain benefits the defender and hampers mobility.
US 3rd Inf Div will send its 7th Inf Regt along the main road against Cisterna and the 30th Inf Regt along the Mussolini Canal. 30th Regt will be followed by 509th Para Bn and one Ranger Regiment to secure the eastern flank at the Mussolini Canal. 3rd Division's objectives are: Cisterna, Velletri (7th Regt) and Cori (30th Regt).
*(take a look at the map, when highway 7 is cut, interrupted or whatever, the Alban Hills present a natural obstacle to the enemy's lateral movements, slowing down shifting of reserves from one sector to an other etc).
Phase 2 (red)
Seizing the Alban Hills, Valmontone and cut off Highway No.6.
This is when the follow-up forces come into play. These consist mainly of US 45th Inf Div and CCA/1st Armor Div which will be fed into the line to keep momentum. Ideally there will be no pause or rest between phases 1 and 2. Also, the main effort will be switched towards the Velletri Gap. Allocation of forces etc is situation dependent..anyway if phase 1 doesn't succeed there will be no phase 2 as outlined.
Br. 1st Division will probably have a hard time to advance, its main mission is to create a diversion and bind as many enemy troops as possible. Part of US 3rd Division probably will be sent to rest and provide a mobile reserve.
I am fully aware of the problem of overextending. Therefore speed is essential, VI Corps has to grab the EEV locations quickly before the Germans can build up enough strength. Further, VI Corps will be numerical superior in the early part of the battle and as German reinforcements are not coming in all at once it should be possible to defeat and/or destroy them piecemeal. So far the theory, but as we all know, no plan survives contact with the enemy..
Turn 1
Well, there's not much to report, landings went well, Anzio is in Allied hands and we're preparing to advance. Note the sea supply units (similar to the Mulberry solution in West Front 44) - these are vulnerable to enemy air raids and coastal artillery fire. The exclusion zone around Peter Beach limits the British initial perimeter. Historically sand banks/shallow water and mines hampered and delayed the unloadings at Peter Beach to such a degree that Lucas decided to switch subsequent British landings to Anzio harbour.
Nothing to see from the Germans..yet.
We're playing version 1.61, for further info about the scenario see: http://forums.gamesquad.com/showthread.php?t=80220
...
It's pre-dawn, January 22nd 1944. US VI Corps is ready to land behind the German lines at Anzio..
First, i think i need to explain how victory as the Allies can be achieved in Anzio 1944. There are two possibilities: Either a sudden death victory by increasing the EEV value by driving up the Velletri Gap, occupying the high ground of the Colli Laziali (Alban Hills) and cutting the railroad and highway 6, the vital supply line for the German forces at the Gustav Line. When the EEV reaches certain levels there are certain percentage chances for the Germans to withdraw from the Gustav Line. The other possibility is simply by holding the gained ground and the major part of the VP locations (i.e. if the EEV checks failed or the Allies haven't reached the appropriate EEV value for the first check.)
Speed is crucial. The longer the scenario lasts the stronger the Germans get, initial resistance will be weak but will stiffen over time as more and more German reinforcements reach the beachhead.
As the Allied player i have the option to airdrop the 504th Para Regt in the vicinity of Aprilia, approximately 15 km north of Anzio. This is a big advantage as speed is the key to an Allied victory and the German player won't be able to set up blocking positions further south than Aprilia. However i decided not to chose the TO as the 100 VPs penalty could make the difference between one victory level (1000 VPs on the map) and if the EEV checks fail this could be critical.
I outlined my plan in the attached .jpg file. It consists of two phases:
Phase 1 (yellow)
Securing the base of the beachhead, cut off Highway No.7 and deny enemy lateral movement*.
Br.1st Inf Div (+ 40th Royal Tank Regt) will move up the Via Anziate towards Osteriaccia with the objectives Aprilia, Osteriaccia, Campoleone, Albano and Genzano. It will be supported by one Ranger Regt and US 3rd Div's 15th Inf Regt which itself will be supported by a TD Bn. This is obviously the main effort for phase 1. Why? Because my opponent will probably expect my main effort along the axis Cisterna - Velletri - Valmontone where the terrain is better suited for mobile operations (north of Cisterna) and where he had put his main effort in our last game.
The Commando Force, later to be relieved by 504th Para Regt, and one Ranger Bn will secure the long flank along the Moletta Creek, up to Buonriposo Ridge and Vallelata ridge. This terrain benefits the defender and hampers mobility.
US 3rd Inf Div will send its 7th Inf Regt along the main road against Cisterna and the 30th Inf Regt along the Mussolini Canal. 30th Regt will be followed by 509th Para Bn and one Ranger Regiment to secure the eastern flank at the Mussolini Canal. 3rd Division's objectives are: Cisterna, Velletri (7th Regt) and Cori (30th Regt).
*(take a look at the map, when highway 7 is cut, interrupted or whatever, the Alban Hills present a natural obstacle to the enemy's lateral movements, slowing down shifting of reserves from one sector to an other etc).
Phase 2 (red)
Seizing the Alban Hills, Valmontone and cut off Highway No.6.
This is when the follow-up forces come into play. These consist mainly of US 45th Inf Div and CCA/1st Armor Div which will be fed into the line to keep momentum. Ideally there will be no pause or rest between phases 1 and 2. Also, the main effort will be switched towards the Velletri Gap. Allocation of forces etc is situation dependent..anyway if phase 1 doesn't succeed there will be no phase 2 as outlined.
Br. 1st Division will probably have a hard time to advance, its main mission is to create a diversion and bind as many enemy troops as possible. Part of US 3rd Division probably will be sent to rest and provide a mobile reserve.
I am fully aware of the problem of overextending. Therefore speed is essential, VI Corps has to grab the EEV locations quickly before the Germans can build up enough strength. Further, VI Corps will be numerical superior in the early part of the battle and as German reinforcements are not coming in all at once it should be possible to defeat and/or destroy them piecemeal. So far the theory, but as we all know, no plan survives contact with the enemy..
Turn 1
Well, there's not much to report, landings went well, Anzio is in Allied hands and we're preparing to advance. Note the sea supply units (similar to the Mulberry solution in West Front 44) - these are vulnerable to enemy air raids and coastal artillery fire. The exclusion zone around Peter Beach limits the British initial perimeter. Historically sand banks/shallow water and mines hampered and delayed the unloadings at Peter Beach to such a degree that Lucas decided to switch subsequent British landings to Anzio harbour.
Nothing to see from the Germans..yet.
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