- Dec 2, 2007
- Reaction score
- Brussels, Belgium
SSR 2 gives the US HIP for one M8 HMC. A strict rule reading would have it losing HIP upon LOS from enemy unit. Is this how you all played it or did you play it losing HIP like a gun, as many SSRs do nowdays?Recently completed AP174 Forest Gumm as the attacking Germans against a mix of 11 x American 667, 666, 546s + 2xM8 HMC 75* tanks – one which is set up HIP and a 107 mortar – all led by the ever-crafty Curtis "9-2" Brooks. The Americans receive a couple 546 + 8-0 as turn 2 reinforcements and four Shermans on turn 3. German SS OB is impressive. Notables include 7x658, 4x458, 2xMMG, 9-2 and a gaggle of other hardware + 81mtr HT, 75* HT, 2xPzIVJ. Turn 2 Reinforcements include 2xPanthers, 2x658, 8-1 in HTs. Attackers need to capture 4 single-hex stone buildings AND four multihex buildings.
Germans start their attack on board. There was concern about the sliver of open ground to cross so they laid some much-needed smoke. I got three important rounds down. Fortunately, everyone made it across the road and into the village outskirts with no casualties.
From then on it was about leveraging the German firepower within the village to break a number of American units. Some, in the face of loads of German FP self-broke and rallied later. As they did, they were thrown back in the fight. The German turn 2 reinforcement HTs and personnel were directed at the “northern” multi-hex building. One HT was eliminated by the M8 HMC. The M8 was eliminated by a Panther the next player turn. As a result, the other HT was able to unload a 658, LMG, 8-1 into the building that contained a newly minted berserk 346.
By mid game, the Germans got a bit aggressive and rolled several of their AFV up to clear out the village with some point blank 8FP MG and MA attacks. Several American units broke. To top off the German player turn, a pesky smoked-in 667 in a key position was eliminated in CC by a 658, 9-2. By the end of this midgame, the Germans had captured the four single-hex stone buildings. They had captured one multi-hex building, the “northern” one was in hand as it was occupied by a 658, 8-1 + a berserk 346 that would have to vacate the building in the upcoming turn to charge an adjacent 238 in open ground; a third under imminent threat. The inhabitants of the fourth building were looking at a significant array of FP to keep units DM, and the German’s AFV well positioned to take on the American reinforcements. With the situation as it stood, the Americans ordered a withdrawal of the village and regroup.
This gives you a little idea of how this played out.
View attachment 18196View attachment 18196
Once I started my set up it hit me the potency of the Germans. That said, the Germans have every ability to lose this scenario any day of the week. The greatest contributing pressure being the need to keep to a tight schedule before the American reinforcements bolster the rearward multihex buildings. Too, the loss (or two...) of any tank could tip the armor battle enough to relieve some pressure on the infantry. I dodged a (large) bullet early on: my Panther was hit in the turret by a HEAT side shot from the HIP M8 HMC, TK = 6,5. A better result could have really made a difference in the German's ability to be assertive with their pursuit. Plus, inflicting some turn 1 losses in the open ground noted previously could have taken some steam out of the village attack. Curtis did what he could with the assets he had, but he really didn’t get much luck. Especially true with the 346 going berserk in the northern building and it being required to leave the building to attack the “closer in MFs” 238 (thereby giving control to the Germans there). In any case, an interesting scenario very worthy of play. Now currently on ROAR 6-4 favoring the Germans. A huge thank you to Curtis for yet another well-played game despite the tough assignment.