Kihmbar
Member
Just finished scenario 1 of the Pegasus Bridge CG. Night I did not go well for the Germans - everything fell apart, especially the troops. Scenario ended after British Turn 6, saving the Germans from a total route.
The German commander setup Trenches in W21, X16, and Z21 and Wire in W21, X16, and X21. A HS set up in X20 with the gun crew to protect it. Z20 had a 436, LMG, and 8-0 leader to cover that side of the road. A HIP 436 was setup in W21 to run around the British rear area if possible. A second HIP 436 w/ MMG and 8-1 leader was setup in the Cafe' Gondree (X18) to slow the British coming across the bridge with the help of a 436 w/ LMG in the Cafe' Picot (Z17).
The British commander was aggressive and landed adjacent to the bridge (Y21) and adjacent to the pillbox (AA22 and BB21). One glider missed its ILH (BB21) and fell short into AA22. The Y21 glider crashed, killing a perfectly good 8-1 leader and halving a squad to boot. Things quickly turned around when the massive firegroup in AA22 unleashed it's fury at the dummies in the pillbox. Similarly, the remaining troops in Y21 broke up the German crew and HS in X20. In the first player turn, the British had cleared most of the eastern side of the bridge.
Game turn 2 saw the British clearing the remaining locations east of the bridge except a trench in W21 where a HS was caught up on the wire. The British advanced into CC in Z20 (where a leader and squad were still hiding) and the Germans withdrew from CC successfully (without casualties) into Y21. From there they ran away, were broken in DFPh, and ran away some more. [Since the leader was in Good Order and the squad was disrupted, it opened up an interesting question of Infantry Overrun - which didn't happen.]
Game turn 3 saw the British taking the bridge and gaining some concealment, but nothing much beyond that.
Game turns 4 and 5 had the British crossing the bridge and establishing a foothold on the other side (read, seizing strategic locations). The MMG and LMG in X18 and Z17, respectivly, did little to deter the British from crossing the bridge. The Germans ended up all broken (except the leaders) and could offer no resistance. A German HS hid in a trench under the wire in X16, but was ambushed and eliminated (despite being concealed and the British were CX on wire). The German player rallied one squad in Z13 and moved them upstairs to take a pot shot at the stack of British in X16 trying to get under the wire.
Game turn 6 had the British seizing a few more Strategic Locations further from the bridge, but failing to capture the important Z13 location (still firmly in German control). Fortunately for the German player, the scenario ended there.
During the Refit Phase, the Germans successfully escaped from east of the bridge to Le Port (dice are strange things). Also the Germans abandoned Z13 so that the conscripts could do something more important (like dig foxholes). Hopefully they will be able to take it back in Night II.
Here is a look at the map during the RePh. Blue hexes are German Strategic locations, Blue hashing is the German Setup Area. Red hexes are British Strategic Locations, Red hashing is the British Setup Area. Yellow hashing is No Man's Land.
View attachment 30166
Night II is set for either later this week or early next week.
The German commander setup Trenches in W21, X16, and Z21 and Wire in W21, X16, and X21. A HS set up in X20 with the gun crew to protect it. Z20 had a 436, LMG, and 8-0 leader to cover that side of the road. A HIP 436 was setup in W21 to run around the British rear area if possible. A second HIP 436 w/ MMG and 8-1 leader was setup in the Cafe' Gondree (X18) to slow the British coming across the bridge with the help of a 436 w/ LMG in the Cafe' Picot (Z17).
The British commander was aggressive and landed adjacent to the bridge (Y21) and adjacent to the pillbox (AA22 and BB21). One glider missed its ILH (BB21) and fell short into AA22. The Y21 glider crashed, killing a perfectly good 8-1 leader and halving a squad to boot. Things quickly turned around when the massive firegroup in AA22 unleashed it's fury at the dummies in the pillbox. Similarly, the remaining troops in Y21 broke up the German crew and HS in X20. In the first player turn, the British had cleared most of the eastern side of the bridge.
Game turn 2 saw the British clearing the remaining locations east of the bridge except a trench in W21 where a HS was caught up on the wire. The British advanced into CC in Z20 (where a leader and squad were still hiding) and the Germans withdrew from CC successfully (without casualties) into Y21. From there they ran away, were broken in DFPh, and ran away some more. [Since the leader was in Good Order and the squad was disrupted, it opened up an interesting question of Infantry Overrun - which didn't happen.]
Game turn 3 saw the British taking the bridge and gaining some concealment, but nothing much beyond that.
Game turns 4 and 5 had the British crossing the bridge and establishing a foothold on the other side (read, seizing strategic locations). The MMG and LMG in X18 and Z17, respectivly, did little to deter the British from crossing the bridge. The Germans ended up all broken (except the leaders) and could offer no resistance. A German HS hid in a trench under the wire in X16, but was ambushed and eliminated (despite being concealed and the British were CX on wire). The German player rallied one squad in Z13 and moved them upstairs to take a pot shot at the stack of British in X16 trying to get under the wire.
Game turn 6 had the British seizing a few more Strategic Locations further from the bridge, but failing to capture the important Z13 location (still firmly in German control). Fortunately for the German player, the scenario ended there.
During the Refit Phase, the Germans successfully escaped from east of the bridge to Le Port (dice are strange things). Also the Germans abandoned Z13 so that the conscripts could do something more important (like dig foxholes). Hopefully they will be able to take it back in Night II.
Here is a look at the map during the RePh. Blue hexes are German Strategic locations, Blue hashing is the German Setup Area. Red hexes are British Strategic Locations, Red hashing is the British Setup Area. Yellow hashing is No Man's Land.
View attachment 30166
Night II is set for either later this week or early next week.