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Section Leaders:
Fionn Kelly & Madmatt
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DYO
After Action Report
Fionn vs. The US Cavalry |
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German Commander - Fionn
Kelly
German Turns 26-End
On
my left flank I finally spring my ambush. It accounts for approximately
half a platoon of infantry, garners me some POWs and sends the
survivors scampering back to the clump of scattered trees in which
their company HQ must be established.
Chris
responds to this ambush by laying down a base of fire from the platoon
in the woods in front of my ambush position and bringing fire from the
MMGs he’s moved up to bear. My positions are better but he is
bringing triple the fire to bear than I can muster.
I
finish bringing the HMG42s into position and set them to firing on the
clump of scattered trees. Of greatest importance here is the fact that
by placing these HMG42s in their current positions I force Chris to
split his attentions. I also greatly complicate his task if he is
trying to organize a rush from the scattered trees into the heart of my
platoon’s positions.
The
delay forced upon him by the renewed contribution of the HMG42s allows
me to bring the Panther into position, concentrate its fire on a
forward bazooka team, eliminating it, and , by virtue of its ability to
prevent any further advance and pin Chris’ HMG teams the Panther
institutes a stalemate on this flank. A less experienced player
wouldn’t recognize this and would throw away lives and material
trying to assault but Chris recognizes it and, immediately, I begin to
notice him creating a more defensive-minded position.
I
won’t press the issue as my platoon has taken many casualties in its
primary role of stopping the company on this flank so, by mutual
assent, this flank will simply lapse into quiescence with both of our
forces simply exchanging fire to keep the other committed but with
neither of us mounting a major attack.
This
situation remains until the end of the game.
In
the centre I feel that my SMG platoon has done what it can and begin to
pull it back. As I do this several of its men panic and so I slow my
retreat to let them catch up. Chris’ force begins to follow me and I
decide that as I continue to retreat I will leave half-squads behind to
spring surprise ambushes on his following platoon. This should slow him
down and hurt him tremendously. Unfortunately, the game ends before I
can commit any stay-behind forces.
On
the right flank Chris commits his armour… Unfortunately Geier’s Jpz
IV is laying wait and proceeds to pick off Chris’ armour with
surgeon-like precision. By the end of the advance all of Chris’ tanks
near the plateau lie smoking and wrecked in the open fields where
Geier’s gunner caught them. The greatest importance of this massacre
was that I feel it negatively affected Chris’ morale. He may not
agree but from this moment on I feel his forces lost their heart. Of
course, with two-thirds of their remaining armour support being blown
up by a single German tank at no cost to the Germans I wouldn’t blame
them for losing heart.
A
platoon makes a dash for the hill behind which my men are in reverse
slope defences. I feel this is the beginning of Chris’ attempt to
outflank the reverse slope defence I have established and so have the
2cm FlaKVierling open up on them. It doesn’t seem to cause any
casualties since they are running laterally across its field of fire
but once these troops begin to advance over the hill they will face
directly into the stream of cannon shell and will definitely suffer
from both
morale and attritional points of view.
Elsewhere
my 81mm FO calls down what little ammunition is left in his battery’s
positions before abandoning the last house before my new MLR (Main Line
of Resistance). As he runs for cover he is, again, brought under fire.
Chris, being ever-careful to watch out for my ambushes sends a
half-squad into the house. Unfortunately for me it triggers some of my
veterans into firing. I’m not happy about this but, in the end, they
wipe out the half-squad at little cost so I haven’t lost much. I
assume Chris knew he should expect some resistance from my positions
and so the presence of infantry won’t surprise him too much.
After
the destruction of his other tanks the Sherman crocodile and Sherman 75
on this flank keep a respectful distance from Geier and any possible
Panzerschrecks.
They do lay down some area-denial fire but this doesn’t unduly
trouble me since the areas he is denying me are areas I didn’t plan
on using in any case.
In
the end Chris sends a platoon into the scattered woods along the
extreme map edge. Unfortunately for him he chooses a junction in
between my forces where a kink in my line creates an L-shaped ambush.
As one would expect this quickly reduces his probe into nothingness.
At
this point Chris asked for, and I agreed to, a ceasefire Admittedly he
could have continued the attack but, as my repulse of his two probes (
the half-squad into the house and the damaged platoon into a clump of
scattered trees)
showed I was strongly positioned and would have inflicted an
inordinate slaughter on his troops. I feel quite confident that I could
have killed between twice and three times as many troops as I had in
the reverse slope positions if he had attacked. Those odds aren’t
attractive for a US commander and, as such, Chris halted the attack and
waited for more arty support, tanks etc.
Analysis
and Conclusions:
Well,
from my point of view almost everything went right. About the only
mistake I could point out, from my point of view, is mis-timing the
move of the FlaK unit on my left flank. Apart from that I managed to
predict Chris’ moves in time to shift forces to stop them, utilised
my interior lines of communication to shuttle forces from flank to
flank as necessary to gain parity or superiority when needed and
managed to use my artillery well. It didn’t always kill his men in
droves but it hurt his men, sent some running for cover, disrupted his
advance, broke his co-ordination, delayed his follow-on forces,
weakened his primary forces etc. All in all my artillery did all those
things which artillery is supposed to do in a battle of this sort.
Chris’
attack plan was very good. His attack on my left wasn’t really a weak
feint but a feint with enough strength to cause me real problems if
I’d held it in contempt. His main attack on my right, when it came,
was powerful and strong. He didn’t push his armour forward as I would
have done but then again I’m an aggressive SOB who is willing to
accept heavy losses as the cost of doing business.
I
don’t think my local counter-attack had any major effect on the
end-result except insofar as it helped my reverse slope defensive
positions remain free from artillery fire and made Chris even more
cautious than he might have been in the end-game. I have the feeling
that he was constantly aware that if he showed even the slightest sign
of weakness or confusion in his front-line units that I would have no
hesitation in sending a platoon of infantry in to counter-attack him.
Mostly
though, I think I owed my victory to tanks. Geier and the remaining
Panther G with a functional main gun inflicted a exacted a horrifying
toll from his advancing infantry. The horrifying toll wasn’t so much
exacted in terms of absolute casualties but in the fact that by the
time his platoons had crossed the fields and reached my positions many
of
their component squads had suffered 2 or 3 casualties AND been
broken. In close-fighting a broken unit is almost worthless. It will
break again in mere seconds.
By
concentrating on breaking squads as much as possible on the approach
march I produced the situation where only three of Chris’ rightmost
platoons were actually in good shape for close-fighting by the time the
time came for them to engage my troops up close. The rest of his
platoons had either suffered excessive casualties or
had too many broken squads to form a serious threat.
The
strength of a woodland defence shouldn’t be under-estimated. Even
when Chris sent an entire platoon in on the second-last turn or so and
I opposed it with less than a third of a platoon I ended the game with
Chris’ platoon in deep trouble and my dozen or so men in with a good
chance of wiping out the entire platoon if it stayed put. I really
think Chris had enough strength left to wiped out my two platoons on my
right. I also think that doing so would have cost him two companies.
That kind of exchange rate is better to avoid.
Now,
the sheer math of the situation,
I
lost 4 FlaK guns, had one tank damaged and two recon vehicles
destroyed. I suffered 72 casualties of whom 17 died. In essence my
losses were light when you consider that, basically, I put a reinforced
company head to head with a reinforced Battalion.
The
American forces lost 1 Jabo ( YES !!! ), 5 tanks and one half-track,
one AAA gun and 215 casualties. I also captured three of them.
In
short, I created a roughly 3 to 1 exchange rate in my favour which was
enough to convince Chris to call off the attack without further loss (
even though if he had pressed it he could have taken the map IMO…
albeit with around 500 casualties or so ).
Both
forces were in pretty good shape after the battle. My forces could
still field 3 fully combat-ready platoons with 2 deadly tanks and
several artillery battalions in support once resupply had been
effected. Chris’ force would have been able to field a slightly weak
infantry battalion with minimal tank and no artillery support but I
feel that American profligacy would soon have given him more tanks and
artillery. It would have been an interesting scenario to continue
forwards as part of an operation. However, I feel that if I’d gotten
the damaged Panther back and a company of Panzergrenadiers as
reinforcements that I could have held that ground against anything the
US Army threw against me.
I
was quite surprised to see how high Chris’ casualties had been when
the ceasefire was called. I had known they'd be high but not that high
as I really hadn’t had the chance to accurately count casualties
being inflicted given that my arty and DF HE did most of the killing.
For
those looking to emulate this a little here’s the rough and ready
guide.
A
defence should comprise five phases (of which you only ever hope to
need four).
Phase 1: Artillery barrages on the enemy
during their approach march. Simply keep hitting your enemy with
discrete artillery barrages during his advance. This will slow his
advance, break up his co-ordination and cause casualties.
Phase 2: DF HE… Once your artillery
runs out the artillery will begin to close on your positions. At this
stage you should order your tanks and infantry guns and FlaK guns to
open fire. All of these weapons systems are at their best when their
target is at a great distance and unable to fire back effectively. If
enemy tanks are threatening your position your tanks and ATGs should
take care of them first of course but, if free of the tank threat, be
sure to let these units contribute their HE to the general fracas.
Phase 3: Outpost line ambushes. Simply
what it says… Allow your forward positions to ambush the enemy’s
recon screen and kill it. If you’re lucky entire enemy platoons might
venture into your fire sack but, at the very least, you should get to
kill his scouts.
Phase 4: Fallback to MLR. After your
outpost line has taken its pound of flesh it should fall back to
covered positions in the MLR. When the enemy closes your units should
unveil themselves and open fire. This is your “stand and fight”
line and should only be abandoned under the most dire of circumstances.
Phase 5: The Alamo…. This occurs when
your MLR crumbles or is obviously about to be overwhelmed and comprises
a fallback to an unprepared position from which no retreat is possible.
At this unprepared position your men are more vulnerable than usual (
since they don’t have foxholes etc) and must stand and fight to the
death. Generally a retreat to the Alamo signals impending defeat as
only a truly great player can turn things around at this stage.
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