von Marwitz
Forum Guru
DB106 Defending The Twin Villages - AAR
I have just completed this scenario playing the attacking Germans. For sure, you will have some careful thinking to do when setting up a defence for this one. The Germans as well a well advised to ponder well what they want to achieve when. Quite some things can go awry for both sides if the timing is not right in this one.
On this scenario's page on the 'ASL Scenario Archive' website, you will find a VASL file (v6.6.1 as of 1. Dec. 2020) like the above picture among the 'User Files' which will save you some good time to set this up in case you want to play it.
Scenario Overview:
The scenario is set on 17. December 1944 during the 'Battle of the Bulge'. The Germans must exit a significant number of Exit VP off the west edge of board 5. In this must be included at least one AFV with functioning MA and a minimum of one squad equivalent (Prisoners don't count).
The Germans begin with 18x 658 (which have an ELR of 3 and will degrade to 447s but not any further), six Leaders (one 9-2 among them) 8 MGs and five JgdPz IV/70 worth 7 EVP each with a thick frontal armor of 14 but a vulnerable side armor of 3. The Jagdpanzers are limited a HE Depletion of 7 but one of them has a 8-1 AL.
The defending Americans have 13 squad equivalents almost evenly mixed of 667s and 666s, five Leaders, a .50Cal, three MMGs, three BAZ 44's, a DC, a 60mm MTR, and a 81mm MTR along with six Foxholes and eight Concealment Counters for Dummies. Armored Support consists of two M4A3(76)W with an increased Special APCR Depletion number of 7. This means, that this APCR can easily kill the German Jagdpanzers even frontally with the deadly TK# of 22. If the Shermans run out of APCR, then things look differently as the regular AP TK# is only 17. You can count on this detail being of great importance for the game.
EC are Ground Snow. Roads are Plowed, which does not make a real difference for the AFV but might be of importance for Infantry because or it Road Bonus is applicable. Woods are Pine Woods, i.e. entry cost is only 1.5MF - this is very important as there will be plenty of movement through (Pine) Woods. Another twist is that Street Fighting applies vs. AFV in woods-road hexes and if an AFV is ADJACENT to a woods hex on both sides - a glance at the map will show that this is important as well. All US MMC and SW are affected by Ammo Shortage, which means - importantly - no Fire Lanes for the Americans.
The following should really get you thinking: Unbroken non-crew MMC/SMC may not enter hexes west (left) of hexrow T prior to Turn 6 nor may US AFV ever venture east (right) of hexrow T.
In case you want to play this scenario and not be spoilered with tactics, you should skip the following paragraphs until you see the next screenshot of the 'Situation at the Start of the Game'.
Now as you have been provided with the facts, let's have a look at the map:
Board 5 (the upper one) is pretty full of (Pine) Woods on the eastern (right) side. It is perfect terrain for a fall-back defence and to burn away the attacker's time. This is partly alleviated by the reduced MF cost for Pine Woods (1.5 MF). Only a single road is passing through those Woods, so if your Jagdpanzers are passing through board 5 from the East (right) to the West (left), this is the only way open to them. Of sorts. Remember the SSR about the vulerability to Street Fighting on Woods Roads etc., remember the US having three BAZ 44's, remember the Jagdpanzers having a non-traverse MA with HE 7, a single 1FP MG and a side armor factor of 3. So if you dream about an audacious armored push through the board 5 woods with your AFV, you will be in for a rough awakening followed by a quick death. If you do not screen your valuable 7 EVP Jagdpanzers with Infantry, you will lose them - and probably the game with them. Also note, that your Jagdpanzers may have a deadly 75LL MA that will easily put a hole through the enemy Shermans if given a chance, but they are rather slow with merely 11 MPs. This is to be kept in mind. The western (left) part of Board 5 is pretty open. Unfortunately, your Germans must cross that open ground to exit. The German Jagdpanzers are very vulnerable from the sides. Not good.
Board 32 (the lower one) is often happily presented in PTO scenarios. Because it is nasty terrain to pass through. Once again, there is only a single road passing through it which has more curves and is longer than that of Board 5. So it does not look really inviting to your Jagdpanzers. Beside that road, you might be able to risk Bog by breaking a trail through 32J9 or 32J10. If you do, you will have to cross one or two frozen Streams (treated as Gullies) and you will be vulnerable to Underbelly Hits / Side shots if taking this slow 'center route'. By now it should be obvious to you, that your a**-kicking bunch of Jagdpanzers can't do much at all for a considerable time of this scenario and must really watch out not to become the hunted. As for the German Infantry, they won't have an easy time pushing through board 32 quickly either. Entering/Exiting frozen Streams incurs a level change which costs extra in Ground Snow. And once more, the Pine Woods lend themselves very well for an American delaying action.
You see clearly now, that the Germans will be fighting the terrain. Woods at first, Open Ground in the end.
Let's look at the American perspective with regard to the terrain.
As always, the Americans have awesome firepower. If the Germans can't advance up ADJACENT to them, they will be unconcealed and looking at point blank 12FP @+0 shots (+1 Pine Woods, -1 FFNAM). Make that 20 FP if an US squad has a MMG. Evil stuff that can surely rattle 8 Morale troops - and even ELR them. So obviously the Americans have to make the best of their delaying action - as long as they can. The bad thing is: There's many Germans - hordes of them. And the Germans can choose their Schwerpunkt while the Americans cannot let them pass on either board. Consequently, the Americans will be severely outnumbered where the Germans want them to be. On top of that, the Germans field serious firepower themselves, including Assault Fire and Spraying Fire Capabilities which can be directed by a 9-2 and three more -1 Leaders. A single 658+LMG combo is good for 10FP in the AFPh. And the Germans have 18 (!) 658s, 6 LMGs and 2 MMGs to begin with. In other words: The G.I.s will be severely pressed, especially as the Germans know there is no time to lose. Inevitably, Americans will break an then the Germans will be hot on their heels in an attempt not to let them recover. In their attack, the Germans can afford and indeed must accept some risks an losses.
Now comes the twist: By SSR, unbroken US MMC cannot fall back beyond hexrow T before US Turn 6. Of course, the Germans know that. So they will try to push the Americans against that 'invisible' red line in an attempt to annihilate them or to force them to break by US Turn 6. In fact, they have to. If the Americans can fall back in Good Order to the west (left) in significant numbers in US Turn 6, then the Germans are in deep trouble which might well lose them the game, because then the Americans will shoot up the Germans when the latter have to cross the open ground towards the board edge. When the Germans reach the open ground on Board 5, they will likely have not too much time left for careful movement nor many places to hide and rally. After having been pummeled by the Germans through the Pine Woods, now it is the time for the Germans to receive a beating - if there are enough US units left and in place to do so. From the northern edge of the Board 32 Woods from 32EE10 to 32X10 the Americans have excellent positions from where they can do so. Very likely, the US Ammo Shortage preventing Fire Lanes has been SSR'ed in to prevent the US laying out a couple of Firelanes across the Open Ground of Board 5 which would make a German victory very unlikely.
Here is where the timing kicks in, which is very important in this scenario. The Americans have to delay the Germans for as long as possible and to create a screen for some US troops to arrive in Good Order in time for flanking fire on the open ground of board 5 just when the Germans have to begin crossing it for the exit. At the same time the Americans can attempt to pick off the Jagdpanzers. These can either drive for the exit presenting the very vulnerable flank or face the US tanks at the cost of not being able to move towards the exit area. The Germans want to prevent exactly this from happening to secure their safe movement towards the exit area.
Let's see how it played out...
Situation at the Start of German Turn 1 - Game Start:
This is the situation at game start. Looking at the American setup, I was more or less content with it. I had figured that the Board 5 avenue might be the quicker way of advance for the Germans and it did not seem that the G.I.s had put their Schwerpunkt there. Sure enough, the road entering the Board 5 Woods were well guarded. Besides that, there seemed only to be a token force close to the northern (upper) board edge, likely without a Leader. The frontline forces on Board 32 seemed roughly to be of similar strength, however, there were significant forces further back in the center which could reinforce the front of Board 32 more quickly than switch over towards Board 5. On the bright side, for the opening phase of the German attack, these 'center' units would not be able to affect anything. Board 5 seemed to allow for more room of maneuver for the assault. The US tanks were sitting way back guarding the immediate exit area. As they could not set up east (right) of hexrow T, in any case they would not come into play early. If the tanks remained there, they could interfere with the Germans emerging from the Board 5 woods road pretty well but my Jagdpanzer would not be forced to decide with moving towards them or presenting their vulnerable side armor. The 81mm MTR could be anywhere in the US rear area - it would make its appearance soon enough, so I did not worry much about it at this time.
My German attack plan was as follows: The Schwerpunkt of the assault would come across board 5. I deployed a powerful Infantry force there with four out of six Leaders including the 9-2. The Germans would just push through the center of the woods taking advantage of the clearings and use them to extend the range of their fire where possible. The northern US token force would just be stomped. The US force guarding the road would be attacked from the North and if they decided to make a stand, they would be encircled and eradicated early. If they decided to fall back, they would save the Germans the fight and allow them to pursue them directly being finally nailed against the 'invisible red line' of hexrow T.
Jagdpanzers would follow along the Board 5 woods road when it was secured. For the outset, I dispersed them to keep the Americans guessing a bit what the vehicles might be up to. In any case, they would not expose themselves to danger.
The German force to enter Board 32 was considerably weaker but I used a number of halfsquads to make it appear more powerful to appear as a credible threat. With the easternmost frozen Stream posing an unwelcome obstacle for attacking Infantry, I found that the main push on Board 32 would have to pass through 32K1 to 32K4. Of course, this was a rather narrow front which could be well defended by the Americans. The main objective of the 'Southern Force' was to keep the Americans on Board 32 honest and busy and to be ready to follow them on the heels should they decide to fall back early so that they would not be able to take up positions in the rear area undisturbed.
Situation at the End of German Turn 1:
In German Turn 1, the pre-planned movements were executed without incident. Most of the German forces in the North were still out of LOS of the defenders or merely moved into LOS during the APh, so that the Americans could to nothing about it. 5H4 and 5J8 were duly threatened - it would remain to be seen if the Americans would fire or rather decide if prudence to fall back was the better part of valor.
In the south, the Germans reached their destinations as well and could discover two American Elite squads without doing any damage.
Situation at the End of American Turn 1:
During US Turn 1 the Americans fell back in the North as I had expected. However, I was positively surprised to see that they left the central woods with its clearings mostly unblocked which would allow my assault to make good headway in my upcoming German Turn 2.
In the south, the Americans mostly skulked. I could merely Casualty Reduce one Elite Squad and break the surviving halfsquad along with eliminating one Dummy.
To be continued in a subsequent post...
von Marwitz
I have just completed this scenario playing the attacking Germans. For sure, you will have some careful thinking to do when setting up a defence for this one. The Germans as well a well advised to ponder well what they want to achieve when. Quite some things can go awry for both sides if the timing is not right in this one.
On this scenario's page on the 'ASL Scenario Archive' website, you will find a VASL file (v6.6.1 as of 1. Dec. 2020) like the above picture among the 'User Files' which will save you some good time to set this up in case you want to play it.
Scenario Overview:
The scenario is set on 17. December 1944 during the 'Battle of the Bulge'. The Germans must exit a significant number of Exit VP off the west edge of board 5. In this must be included at least one AFV with functioning MA and a minimum of one squad equivalent (Prisoners don't count).
The Germans begin with 18x 658 (which have an ELR of 3 and will degrade to 447s but not any further), six Leaders (one 9-2 among them) 8 MGs and five JgdPz IV/70 worth 7 EVP each with a thick frontal armor of 14 but a vulnerable side armor of 3. The Jagdpanzers are limited a HE Depletion of 7 but one of them has a 8-1 AL.
The defending Americans have 13 squad equivalents almost evenly mixed of 667s and 666s, five Leaders, a .50Cal, three MMGs, three BAZ 44's, a DC, a 60mm MTR, and a 81mm MTR along with six Foxholes and eight Concealment Counters for Dummies. Armored Support consists of two M4A3(76)W with an increased Special APCR Depletion number of 7. This means, that this APCR can easily kill the German Jagdpanzers even frontally with the deadly TK# of 22. If the Shermans run out of APCR, then things look differently as the regular AP TK# is only 17. You can count on this detail being of great importance for the game.
EC are Ground Snow. Roads are Plowed, which does not make a real difference for the AFV but might be of importance for Infantry because or it Road Bonus is applicable. Woods are Pine Woods, i.e. entry cost is only 1.5MF - this is very important as there will be plenty of movement through (Pine) Woods. Another twist is that Street Fighting applies vs. AFV in woods-road hexes and if an AFV is ADJACENT to a woods hex on both sides - a glance at the map will show that this is important as well. All US MMC and SW are affected by Ammo Shortage, which means - importantly - no Fire Lanes for the Americans.
The following should really get you thinking: Unbroken non-crew MMC/SMC may not enter hexes west (left) of hexrow T prior to Turn 6 nor may US AFV ever venture east (right) of hexrow T.
In case you want to play this scenario and not be spoilered with tactics, you should skip the following paragraphs until you see the next screenshot of the 'Situation at the Start of the Game'.
Now as you have been provided with the facts, let's have a look at the map:
Board 5 (the upper one) is pretty full of (Pine) Woods on the eastern (right) side. It is perfect terrain for a fall-back defence and to burn away the attacker's time. This is partly alleviated by the reduced MF cost for Pine Woods (1.5 MF). Only a single road is passing through those Woods, so if your Jagdpanzers are passing through board 5 from the East (right) to the West (left), this is the only way open to them. Of sorts. Remember the SSR about the vulerability to Street Fighting on Woods Roads etc., remember the US having three BAZ 44's, remember the Jagdpanzers having a non-traverse MA with HE 7, a single 1FP MG and a side armor factor of 3. So if you dream about an audacious armored push through the board 5 woods with your AFV, you will be in for a rough awakening followed by a quick death. If you do not screen your valuable 7 EVP Jagdpanzers with Infantry, you will lose them - and probably the game with them. Also note, that your Jagdpanzers may have a deadly 75LL MA that will easily put a hole through the enemy Shermans if given a chance, but they are rather slow with merely 11 MPs. This is to be kept in mind. The western (left) part of Board 5 is pretty open. Unfortunately, your Germans must cross that open ground to exit. The German Jagdpanzers are very vulnerable from the sides. Not good.
Board 32 (the lower one) is often happily presented in PTO scenarios. Because it is nasty terrain to pass through. Once again, there is only a single road passing through it which has more curves and is longer than that of Board 5. So it does not look really inviting to your Jagdpanzers. Beside that road, you might be able to risk Bog by breaking a trail through 32J9 or 32J10. If you do, you will have to cross one or two frozen Streams (treated as Gullies) and you will be vulnerable to Underbelly Hits / Side shots if taking this slow 'center route'. By now it should be obvious to you, that your a**-kicking bunch of Jagdpanzers can't do much at all for a considerable time of this scenario and must really watch out not to become the hunted. As for the German Infantry, they won't have an easy time pushing through board 32 quickly either. Entering/Exiting frozen Streams incurs a level change which costs extra in Ground Snow. And once more, the Pine Woods lend themselves very well for an American delaying action.
You see clearly now, that the Germans will be fighting the terrain. Woods at first, Open Ground in the end.
Let's look at the American perspective with regard to the terrain.
As always, the Americans have awesome firepower. If the Germans can't advance up ADJACENT to them, they will be unconcealed and looking at point blank 12FP @+0 shots (+1 Pine Woods, -1 FFNAM). Make that 20 FP if an US squad has a MMG. Evil stuff that can surely rattle 8 Morale troops - and even ELR them. So obviously the Americans have to make the best of their delaying action - as long as they can. The bad thing is: There's many Germans - hordes of them. And the Germans can choose their Schwerpunkt while the Americans cannot let them pass on either board. Consequently, the Americans will be severely outnumbered where the Germans want them to be. On top of that, the Germans field serious firepower themselves, including Assault Fire and Spraying Fire Capabilities which can be directed by a 9-2 and three more -1 Leaders. A single 658+LMG combo is good for 10FP in the AFPh. And the Germans have 18 (!) 658s, 6 LMGs and 2 MMGs to begin with. In other words: The G.I.s will be severely pressed, especially as the Germans know there is no time to lose. Inevitably, Americans will break an then the Germans will be hot on their heels in an attempt not to let them recover. In their attack, the Germans can afford and indeed must accept some risks an losses.
Now comes the twist: By SSR, unbroken US MMC cannot fall back beyond hexrow T before US Turn 6. Of course, the Germans know that. So they will try to push the Americans against that 'invisible' red line in an attempt to annihilate them or to force them to break by US Turn 6. In fact, they have to. If the Americans can fall back in Good Order to the west (left) in significant numbers in US Turn 6, then the Germans are in deep trouble which might well lose them the game, because then the Americans will shoot up the Germans when the latter have to cross the open ground towards the board edge. When the Germans reach the open ground on Board 5, they will likely have not too much time left for careful movement nor many places to hide and rally. After having been pummeled by the Germans through the Pine Woods, now it is the time for the Germans to receive a beating - if there are enough US units left and in place to do so. From the northern edge of the Board 32 Woods from 32EE10 to 32X10 the Americans have excellent positions from where they can do so. Very likely, the US Ammo Shortage preventing Fire Lanes has been SSR'ed in to prevent the US laying out a couple of Firelanes across the Open Ground of Board 5 which would make a German victory very unlikely.
Here is where the timing kicks in, which is very important in this scenario. The Americans have to delay the Germans for as long as possible and to create a screen for some US troops to arrive in Good Order in time for flanking fire on the open ground of board 5 just when the Germans have to begin crossing it for the exit. At the same time the Americans can attempt to pick off the Jagdpanzers. These can either drive for the exit presenting the very vulnerable flank or face the US tanks at the cost of not being able to move towards the exit area. The Germans want to prevent exactly this from happening to secure their safe movement towards the exit area.
Let's see how it played out...
Situation at the Start of German Turn 1 - Game Start:
This is the situation at game start. Looking at the American setup, I was more or less content with it. I had figured that the Board 5 avenue might be the quicker way of advance for the Germans and it did not seem that the G.I.s had put their Schwerpunkt there. Sure enough, the road entering the Board 5 Woods were well guarded. Besides that, there seemed only to be a token force close to the northern (upper) board edge, likely without a Leader. The frontline forces on Board 32 seemed roughly to be of similar strength, however, there were significant forces further back in the center which could reinforce the front of Board 32 more quickly than switch over towards Board 5. On the bright side, for the opening phase of the German attack, these 'center' units would not be able to affect anything. Board 5 seemed to allow for more room of maneuver for the assault. The US tanks were sitting way back guarding the immediate exit area. As they could not set up east (right) of hexrow T, in any case they would not come into play early. If the tanks remained there, they could interfere with the Germans emerging from the Board 5 woods road pretty well but my Jagdpanzer would not be forced to decide with moving towards them or presenting their vulnerable side armor. The 81mm MTR could be anywhere in the US rear area - it would make its appearance soon enough, so I did not worry much about it at this time.
My German attack plan was as follows: The Schwerpunkt of the assault would come across board 5. I deployed a powerful Infantry force there with four out of six Leaders including the 9-2. The Germans would just push through the center of the woods taking advantage of the clearings and use them to extend the range of their fire where possible. The northern US token force would just be stomped. The US force guarding the road would be attacked from the North and if they decided to make a stand, they would be encircled and eradicated early. If they decided to fall back, they would save the Germans the fight and allow them to pursue them directly being finally nailed against the 'invisible red line' of hexrow T.
Jagdpanzers would follow along the Board 5 woods road when it was secured. For the outset, I dispersed them to keep the Americans guessing a bit what the vehicles might be up to. In any case, they would not expose themselves to danger.
The German force to enter Board 32 was considerably weaker but I used a number of halfsquads to make it appear more powerful to appear as a credible threat. With the easternmost frozen Stream posing an unwelcome obstacle for attacking Infantry, I found that the main push on Board 32 would have to pass through 32K1 to 32K4. Of course, this was a rather narrow front which could be well defended by the Americans. The main objective of the 'Southern Force' was to keep the Americans on Board 32 honest and busy and to be ready to follow them on the heels should they decide to fall back early so that they would not be able to take up positions in the rear area undisturbed.
Situation at the End of German Turn 1:
In German Turn 1, the pre-planned movements were executed without incident. Most of the German forces in the North were still out of LOS of the defenders or merely moved into LOS during the APh, so that the Americans could to nothing about it. 5H4 and 5J8 were duly threatened - it would remain to be seen if the Americans would fire or rather decide if prudence to fall back was the better part of valor.
In the south, the Germans reached their destinations as well and could discover two American Elite squads without doing any damage.
Situation at the End of American Turn 1:
During US Turn 1 the Americans fell back in the North as I had expected. However, I was positively surprised to see that they left the central woods with its clearings mostly unblocked which would allow my assault to make good headway in my upcoming German Turn 2.
In the south, the Americans mostly skulked. I could merely Casualty Reduce one Elite Squad and break the surviving halfsquad along with eliminating one Dummy.
To be continued in a subsequent post...
von Marwitz
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