Section Leaders:
Fionn Kelly & Madmatt
Riesberg
American – Reisberg
Turn 4
For the purposes of this AAR, I have
assumed the personality of Capt. Turner, unit A-0.
PASSWORD
FOR MOVIES = fo4
Save
this link for turn 4 movie file
Orders
– Turn 4
We
are now ready for our second big charge.
This one will be to the final jumping off points. Baker and Charlie
platoons are sprinting forward again.
They’re “rested” after moving a little at a normal pace the
last two minutes so they shouldn’t get “tired” this move. Fox platoon is in position to provide covering fire for them.
Dog platoon will be kept in reserve and cover our left flank at the same
time.
The
HW teams are also moving up. This
is a little risky because they are juicy targets and I don’t know for
sure what he has in town. But leaving them where they are while the other
infantry also has risks because moving together means the enemy cannot
shoot at everyone. My gut
tells me the Germans are not ready for us here so I prefer the swifter
attack. I think it will
result in less overall casualties.
Three
of the four tanks are also advancing slowly behind the infantry.
Experience has taught us that Shermans need to stay more than 200
yards from anywhere panzerschreck teams may be hidden until the infantry
has a chance to check it out. We can’t keep them back quite that far in this landscape
but with all that infantry in front of them, they should be OK. The fourth
tank will fire at the building where the machine-gun is.
The gun is currently hidden from view but all that HE coming at him
will surely keep his head down. It
may even bring the building down on top of him (and anyone else in there).

Sgt. Urich in
Victor-3 provides covering fire while the rest of the company advances.
A couple of turns of 75 mm HE rounds and the wooden building will
come crashing down on its occupants.
Action
– Turn 4
I’m
very happy with the intel my troops have given me this turn at very little
cost. Victor-3 picked a good spot for his suppression fire. His first shot
at the building with the machine-gun exposed an infantry squad.

The HE shell (yellow cube) is about to hit the wood building…

…and it explodes, revealing a squad.
Speaking
of the machine-gun, he showed up and tried to resume firing at my guys but
the hard charging guys of Baker and Charlie have forced him to move into
another building.

Looks like the machine-gun we’ve flushed is a green HMG ’42.
Way to go guys! Keep
the pressure on. No
casualties yet but if we keep their heads down, they’ll come soon
enough.
Fox
platoon is now under mortar fire. It’s
taken a total of five casualties but I think most of them were caused by
something other than the mortar.

This squad from
Fox platoon had the misfortune of setting up right where some indirect
fire was being aimed. Fortunately,
most shots, like the one shown above, did no damage to them even though
they were very close.
The
most important intel of all though was done by Sgt. Deitriech of Baker
platoon. He spotted an AT gun
transversing to target one of my tanks and his fire alerted the rest of
the company to its presence on the battlefield.
It may get one shot off but I’m confident that it won’t get any
more because we have enough assets in place to deal with him.

Good work Sgt.! Your
alertness has given us advanced warning about this gun before he could
take out any of our tanks. After
we take him out, the appreciative tankers will provide withering cover
fire for your assault on the village.
Finally, Lt. Jared is in position to
observe fire into those woods behind the village.
Surprisingly enough, my original plan is holding up remarkably
well.

In 38 seconds, the “redlegs” in arty are going to show
the Germans in those woods what real artillery can do.
This picture also shows our dispositions at the end of this turn.
“Butcher’s” Bill
|
Unit
|
Casualties
this turn
|
Total
Casualties
|
| Able |
0
|
0
|
|
Baker
|
0
|
3
|
|
Charlie
|
0
|
0
|
|
Dog
|
0
|
0
|
|
Echo
|
0
|
0
|
|
Fox
|
5
|
5
|
|
Tare
|
0
|
1
|
|
Victor
|
0
|
0
|
|
|
|
|
|
TOTAL
|
5
|
9
|
|