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Section Leaders:
Fionn Kelly & Madmatt
The
Sunken Lane
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German Commander - Fionn
Kelly
NOTE: SPOILER INFORMATION. This After Action
Report contains detailed information regarding units and terrain
disposition to a scenario that may be included in the release version
of Combat Mission. If you wish to play this game Blind or partake in a
Double Blind match then READ NO FURTHER!!!!
Intro
Bil
Hardenberger and I have been playing PBEM games of Combat Mission since
probably last December of November. We’ve played over a dozen games
to completion and had a lot of fun discovering various new
possibilities and testing various tactical concepts. Most of our games
are finely balanced and hinge on one or two pivotal decisions or
exchanges. This game was finished several months ago and still remains
my most enjoyable PBEM game ever played using any game system.
I
think it will definitely show some of the tension which can be
engendered in CM when infantry formations clash. Personally I’ve
always found commanding infantry in other wargames a little bit boring
but I greatly identify with the infantry in Combat Mission and feel a
sort of visceral thrill as I hurl them at the enemy and watch them
fight for every foot of ground they capture or re-capture.
That
this game also featured some horrid and bloody tank vs infantry combats
and contains many salutory lessons for those who feel the tank is the
king of the battlefield are plusses as these instances add a certain
dramatic tension IMO. Lastly, I think this AAR will show how any
terrain can be turned to any side’s advantage and how any player can
take advantage of even tiny lapses in tactical doctrine to inflict
stunning losses on an enemy. I’m also glad to say that it also shows
a real fighter’s spirit as one of the players comes back from an
early catastrophic mauling to inflict trauma after trauma on the other.
My
orders for the scenario were formulated and delivered as follows:
“Strategic
Situation:
Our
division, 12th SS Panzer Division Hitlerjugend is tasked
with defending Point 102.
Mission:
Point
102 is extremely vital ground. It gives us clear fields of view to the
east and to the south. We want to reinforce its defence before the
British figure out its importance. Use the terrain to its fullest
advantage in your defence.
Intelligence:
Elements
of an Infantry Battalion have been seen in the area. Also, tank
activity has been reported.
Forces:
You
have a Battalion of two SS Panzergrenadier Companies (Motorised) with
two Panzerschreck teams attached.
Reserves:
Expect
your third SS Panzergrenadier Company in 10 to 15 minutes.”
As
I was playing the creator of the scenario I insisted upon full
transparency and, with his agreement, looked in the editor to determine
what forces he had at his disposal and what reinforcements he would
receive and where and when they would arrive.
This
is necessary when playing the designer of a scenario as, otherwise, the
designer’s intimate knowledge of your forces can be used to simply
annihilate you.
Because
the force structure and size I found was instrumental in determining my
strategy for the game I will discuss it in some detail here.
Allied forces on-map at the start of the game comprised :
2
Companies of Infantry. (Experienced and with experienced commanders),
4
Sherman IIs ( 75mm guns),
2
Sherman Fireflies ( 17 lber guns, limited HE ammunition),
Vickers
MMG Platoon ( 4 Vickers MMGs plus Platoon HQ),
Bn
HQ,
3
Inch Mortar FO.
Each
Infantry Company comprised 120 men organised as follows:
3
Infantry Platoons
1
Company HQ
Each
Infantry Platoon comprised 38 men organised as follows:
1
Platoon HQ ( 4 men) ,
3
Infantry Squads ( 10 men each, FP at 40 metres = 162 )
1
Piat Team ( 2 men)
1
Two Inch Mortar Team ( 2 men)
Thus,
I was facing a mobile attack force of 248 infantry backed by 6 tanks, a
machine-gun platoon and a Battalion HQ.
My
own forces comprised two Motorised SS Panzergrenadier Companies
organised as follows:
1
Battalion HQ,
2
SS Panzergrenadier Companies
1
x 120mm Mortar FO
2
Panzerschreck teams.
Each
of my Panzergrenadier companies was at, least, a match for the
equivalent British company and comprised 148 men organised as follows:
1
Company HQ
3
SS Panzergrenadier Platoons,
1
Heavy Weapons Platoon
Each
SS Panzergrenadier Platoon comprised 34 men organised as follows:
1
Platoon HQ
3
SS Panzergrenadier Squads ( 10 men each, FP at 40m = 252 )
Each
SS Panzergrenadier Heavy Weapons platoon comprised 40 men organised as
follows:
1
Platoon HQ
4
HMG 42s
2
x 81mm Mortar Teams.
Thus
I had a force comprising 224 defending infantry backed by 8 HMG42s, 4 x
81mm mortars, 2 Panzerschreck Teams and 1 x 120mm Mortar FO.
On
turn 10 the British forces were to be reinforced by another two
infantry companies ( another 240 highly mobile infantry) and another
three tanks ( two Sherman II's and a single Sherman Firefly.
My
reinforcements, comprising a single SS Panzergrenadier Company would
only arrive on the 20th Turn and would, thus, be unable to
intervene before the full weight of four British Companies and nine
tanks smashed into my line.
It
was entirely too clear to me that I would have to basically plan my
fight so that my six platoons of SS Panzergrenadiers would have to take
on and defeat in detail twelve platoons of British infantry, nine tanks
and all their supporting heavy weaponry. I calculated that for victory
to be achieved each of my Panzergrenadier platoons would have to
destroy, to the last man, two entire British platoons and one Sherman
II. I could afford to ignore the Sherman Fireflies since they carried
so little HE ammunition and weren’t much of a threat to my main
battleline.
Furthermore
I realised that if I allowed Bil to set up his forces in their staging
areas unmolested and launch a single, concentrated blow at a time of
his choosing, no amount of heroic resistance would hold him back. I
reasoned that given Bil’s knowledge of the scenario it was entirely
possible that he would simply march his troops up to the area of bocage
within 80 metres of my setup zones, line all his troops, tanks, mortars
and FOs up behind the bocage and lay down a devastating fire until turn
7 or 8 to which I could not reply for fear of exposing myself to a
barrage of 75mm HE. I then reasoned that if he simply advanced along
the entire front on turn 8 that he would reach my lines on turn 10,
engage in bloody hand to hand fighting with my defenders and that even
if, by some miracle, my infantry withstood the combined infantry/tank
assault supported by MMGs set up less than 100 metres from my trenches
that Bil would, meanwhile have brought his two fresh companies forward
on the double and, if I looked like repulsing his assault anywhere
would simply commit two fresh and full strength companies. My line
simply would have broken like a rotten branch and all my heavy weapons
crews and Panzergrenadiers would have been slaughtered. At that stage I
knew that Bil would simply occupy the VLs and wait for my last company
to show up before descending on them with a combined tank and infantry
assault ( I figured that he’d outnumber my reinforcements by at least
2 to 1 at that stage and that he’d have at least 5 to 6 tanks left
and knew that there was no way my forces could survive such an
onslaught).
Given
the realisation that any static defence was simply doomed to failure
given Bil’s lavish tank support I decided that the only option for me
was to hem Bil’s forces in and aggressively drive them back towards
their start lines such that my reinforcements could move forward and
occupy my MLR before his turn ten reinforcements could effectively
attack it.
In
short, I decided to attack straight into the face of his tank guns and
rely on blood, brawn and a few fausts to overcome both the enemy tanks
and his numerical advantage. In the end it turned out to be a most
instructive and bloody battle which, in many places, had bodies from
both sides literally heaped on top of one another as though in some
grotesque sculpture. Oh, and the story of what happened to the tanks is
quite exciting also. More of that soon!
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