The Purist
Elder Member
- Joined
- Aug 16, 2004
- Messages
- 2,917
- Reaction score
- 1,480
- Location
- In my castle by the sea, Trochu, AB
- First name
- Gerry
- Country
A couple of weeks back Tom R and I began playing U21 from the U Series (Turning of the Tide pack). This playing was with the earlier version and not the re-released Scenario 243 from CdG2, the newer version has the Germans lose one 9-1 and the French gain an R35.
I'll admit that I thought I was doomed when facing Tom's numerically superior Germans and it was not until German turn 10 of this 11 turn marathon that I thought I might stand a chance of turning things around. I didn't take any screen shots during the game so there is only the situation as it was after Tom's rally phase of turn 11 when a failed rally attempt ended the game.
The plan for the defence was to create a strongpoint with the mines at the board 3 manor house using the 105mm gun, two 457s, an 8-0 and LMG. The idea was to delay a German attack there and fall back from the right onto the left side of the board 1 (supported by the two 75s) and wait for the French reinforcements. The 105 went in 3L1 with the 3M2 bore sighted, 6 AP mines went in hexes 3K1, 3K2 and 3L2, helping protect the gun's flank. The 457 w/ LMG went upstairs while the 8-0 and other squad were on the ground level ready to react to any moves on the right and back up an MMG, perhaps slowing any German left hook. The MMGs went in 1G3 and 1X2 at level 2 with the HMG upstairs in 1Q3. The rest of the French defenders were spread across the left half of Board 3, planning to retreat onto board 1 in front of the German advance.
French attempts to slow the main attack were largely ineffective for the first few turns but the 3M2 position was to play a key role in helping the French win. A Mk IV was kind enough to place itself in the L2 minefield adjacent to the 105 with its flank showing. With a shrug and a "c'est la guerre" the French gunners obliged and turned the tank into blazing wreck (the source of all those fires). All the French gunners either died at their guns or as infantrymen but the 25LL did kill the second Mk IV and the 75 on the left helped break up the first few German attempts to get at building 1G4. All the same it seemed the French defenders were being eroded faster than they could whittle down the German infantry. French morale began to sag.
The Germans had largely swept the right side of the map while the manor house slowly succumbed but building 1Q3 managed to hold on thanks to a few strays around a 9-1, hero, an1 1/2 SE with the HMG. The French reinforcements arrived and were key to retaking the right hand buildings (the French left had collapsed), coming to the aid of the survivors of the manor house fight and a squad on the right.
It was only about German turn 10 that I realised that the German VC conditions (control 7 of 11 multi-story building) were threatened by the slowly growing casualty list and by a HS (unexpected survivor of a CC) in 3R1 that accidently found itself with a path to retake a building (1K5). Since broken MMCs can still retain building control I did what all good ASL players would do in this situation,... I moved my remaining troops to the stairwells in every building I possessed and prepared to rout upstairs.
With six buildings in French control at the start of turn 11, Tom needed to grab two of them to win but the 9-2 failed to rally the broken 468 to lead the push and there was little more that could be done.
I found the scenario interesting an interesting challenge. The Germans, despite good quality squads and a heavy numerical advantage, need to keep an eye on casualties squads. They have a lot to do and need to hold what they take against a certain counter move by the French. The French need to avoid casualties but still delay the Germans defend as they fall back on board 1. With the Germans able to pick the area for the main thrust this may happen as early as turn three, certainly by turn four at the latest. The French reinforcements will help but can only do so much if the starting force is too depleted when they arrive.
I'll admit that I thought I was doomed when facing Tom's numerically superior Germans and it was not until German turn 10 of this 11 turn marathon that I thought I might stand a chance of turning things around. I didn't take any screen shots during the game so there is only the situation as it was after Tom's rally phase of turn 11 when a failed rally attempt ended the game.
The plan for the defence was to create a strongpoint with the mines at the board 3 manor house using the 105mm gun, two 457s, an 8-0 and LMG. The idea was to delay a German attack there and fall back from the right onto the left side of the board 1 (supported by the two 75s) and wait for the French reinforcements. The 105 went in 3L1 with the 3M2 bore sighted, 6 AP mines went in hexes 3K1, 3K2 and 3L2, helping protect the gun's flank. The 457 w/ LMG went upstairs while the 8-0 and other squad were on the ground level ready to react to any moves on the right and back up an MMG, perhaps slowing any German left hook. The MMGs went in 1G3 and 1X2 at level 2 with the HMG upstairs in 1Q3. The rest of the French defenders were spread across the left half of Board 3, planning to retreat onto board 1 in front of the German advance.
French attempts to slow the main attack were largely ineffective for the first few turns but the 3M2 position was to play a key role in helping the French win. A Mk IV was kind enough to place itself in the L2 minefield adjacent to the 105 with its flank showing. With a shrug and a "c'est la guerre" the French gunners obliged and turned the tank into blazing wreck (the source of all those fires). All the French gunners either died at their guns or as infantrymen but the 25LL did kill the second Mk IV and the 75 on the left helped break up the first few German attempts to get at building 1G4. All the same it seemed the French defenders were being eroded faster than they could whittle down the German infantry. French morale began to sag.
The Germans had largely swept the right side of the map while the manor house slowly succumbed but building 1Q3 managed to hold on thanks to a few strays around a 9-1, hero, an1 1/2 SE with the HMG. The French reinforcements arrived and were key to retaking the right hand buildings (the French left had collapsed), coming to the aid of the survivors of the manor house fight and a squad on the right.
It was only about German turn 10 that I realised that the German VC conditions (control 7 of 11 multi-story building) were threatened by the slowly growing casualty list and by a HS (unexpected survivor of a CC) in 3R1 that accidently found itself with a path to retake a building (1K5). Since broken MMCs can still retain building control I did what all good ASL players would do in this situation,... I moved my remaining troops to the stairwells in every building I possessed and prepared to rout upstairs.
With six buildings in French control at the start of turn 11, Tom needed to grab two of them to win but the 9-2 failed to rally the broken 468 to lead the push and there was little more that could be done.
I found the scenario interesting an interesting challenge. The Germans, despite good quality squads and a heavy numerical advantage, need to keep an eye on casualties squads. They have a lot to do and need to hold what they take against a certain counter move by the French. The French need to avoid casualties but still delay the Germans defend as they fall back on board 1. With the Germans able to pick the area for the main thrust this may happen as early as turn three, certainly by turn four at the latest. The French reinforcements will help but can only do so much if the starting force is too depleted when they arrive.
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