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Section Leaders:
Fionn Kelly & Madmatt

 

 

Riesberg

American – Riesberg
Turns 11 - 15

 

American Commander - Jason McGrody
American Movie Password -
BiteMe

Turn 11:

Orders:  Something shot at me last turn and I want to find out what it is.  I unhide Platoon ‘F’ and its attached mortar so that they can return fire if they spot anything.  Shermans V-1 and V-4 are ordered a little farther forward again.  I still want to keep them behind Platoon ‘G’ which is ordered to continue forward.  The Shermans on the right are going to take positions directly on top of the hill so they can get a better view towards the center of the town.  My Company HQ along with a MMG and mortar are still having a picnic in the woods at the base of the hill.  On the right it should be two more turns until the platoons are fully in position.

 

Action:  I’m surprised I’ve made it this far without encountering opposition.  From here on in I expect to have constant contact with the enemy.

 

Platoon ‘F’ unhides and it doesn’t take long (five seconds) before they spot an enemy unit.  Two squads begin firing at long range (280m).  Not enough to cause much damage but maybe enough to keep his head down so I can maneuver to a better position.  Soon, my 60mm mortar joins the chorus and I get what I had hoped for, a treeburst.  It causes a few casualties.

 


Enemy spotted!

 

While I haven’t identified the German by the end of the turn, I’m confident it’s a mortar as one more mortar shell lands amidst my troops.  Watch the status of Sgt. Dorn’s squad (F-1) to get a look at how units react to incoming fire.  The previous turn a mortar shell landed nearby and the Green squad had a ‘Cautious’ status – even without taking casualties.  This turn the squad is ‘Shaken’ by one shell – again without taking a casualty.

 

Thankfully, no other surprises occur.

 

Turn 12:

Orders:  The only real objective this turn is to neutralize the enemy mortar.  Platoon ‘F’ is going to rush forward to get in closer.  In order to get good timing, I give the two Regular units a 15 second pause so that their command delay will be 35 seconds, pretty close to a Green squads 33.  One Green squad is also given a pause order so that it, along with the mortar can provide cover fire while the other three units advance.  The Shermans again are ordered to creep forward and disgorge their passengers after a 75m crawl.  I really, really don’t want my tanks to get ahead of my infantry.

 

Action:  No German units come out of hiding to assist the poor mortar.  After a few seconds, the mortar breaks/retreats right into LOS of an advancing Sherman, which takes a potshot at it.  By the time I fully identify the mortar it only has three men left, a number that is quickly reduced to two. 

 


The mortar takes cover under a hail of fire.

 

The easy dispatching of the first enemy unit they have ever encountered heartens the Green troops, but Lieutenant Brown knows not to let them get too cocky.  Because Lt. Brown does not have a command bonus two squads have moved just out of the 50m command radius, not a good sign.

 

The units in the center encounter no opposition to their cautious advance.  The two platoons on the right are finally in position.

 


In position on the right.

 

Turn 13:

Orders:  I said at the beginning that getting into the head of the enemy is important.  I’m surprised my opponent has shown so much restraint in not exposing himself.  I’m going to have to pry him out like taking a claw hammer to a rusty nail.  He HAS to know where my units are.  Come out and show yourself so I can kill you!!

 

Since Platoon ‘F’ is stuck in the open, it needs to continue forward to cover mopping up the mortar as it goes.  The units in the center continue their cautious advance with the support units mounting up again.   I continue to sit and have a picnic with a mortar and a MMG being looked over by Ma and Pa Sherman but I order the MMG to mount up on a Sherman and go to support the two platoons on the right now that they are in position.  Rather than mount up this turn and move the next I give the Sherman a couple pause orders and hope to get moving this turn.  The units on the right get to sit tight and play tourist with a nice view of a quaint German village.

 

Action:  The battle has definitely begun as the sound of a high velocity shell pierces the air in front of Platoon ‘F’.  A second shot is fired, knocking out a Sherman before I spot the AT gun. My units are advancing right at it!  An AT gun is a little scarier than a mortar.  I hope my units remember their lessons from Assaulting an AT Gun 101.

 

Thankfully, the Sherman doesn’t brew up, allowing the passengers to disembark safely  The MMG is pissed for now having to walk and begins returning fire, albeit at very long range.  Not surprisingly, the AT gun draws fire from everything that can see it.  It is also the only German unit I can see so my units have nothing else to fire at, anyway.  J

 

Sgt. Dorn’s squad is just unlucky.  The squad drew fire from the 81mm mortar and now it is being fired at close range by an AT gun.  The squad becomes Shaken from the first shot and takes one casualty.  The second shot Routs him even though it causes no casualties!  Note: HE shells are scary to inexperienced units.

 


AT gun under fire

 


Routed!

 

On the right side I’ve mistimed things and the Sherman begins moving before the MMG boards.  One extra Pause would have done the trick.

 

Turn 14:

Orders:  Losing a Sherman to an unspotted AT gun obviously isn’t what I had in mind.  The good news is the AT gun doesn’t have any support so it should be easy prey.   Luckily, I had already plotted movement paths for two squads the previous turn while assaulting the mortar.  The orders are to a perfect flank position about 50m from the AT gun.  My hope is that the squads can outrun the traverse of the gun.  They certainly have the motivation to do so.

 


Flanking an AT gun

 

I’ve decided to disembark the two MGs riding on the other Sherman and position them on the same firing line as the other MMG.  This is really gamey and takes advantage of the fact that the beta demo doesn’t track grazing fire or whatever it is called.  On the right, I give the Sherman three pause orders so that the MMG can catch up.

 

Action:  The AT gun opens fire at one of my squads and only causes one casualty.  Large explosions are scary!  The unit fired at, a regular squad, is shaken and the unit nearby becomes cautious. 

 

The AT gun is theoretically under fire from five units at the start of the turn, but none are particularly effective.  The MG is too far away.  The HQ doesn’t have much firepower.  The two squads only get one shot off each before they take off running.  The only unit that does any good is the trusty 60mm mortar.  It fires off ten shots in the turn, one of which pins the AT gun just before it fired at one of my squads.  The mortar even kept up its fire even when fired upon by the AT gun.  I’m happy that I’ve managed to get my squads to close range without taking many casualties.  Turns out the AT gun is an 88mm and I’ve only caused one casualty.

 


A soon to be destroyed 88mm FlaK

 

I finally manage to catch a glimpse of movement of German units.  The Sherman on the left spots an infantry unit dashing between buildings at the rear of the town.  The Sherman fires off one burst of MG fire before the German unit disappears.  Sadly, I didn’t notice this when I was playing the game initially, only when I went back through for this AAR.

 

Overall, I’m happy with the way the turn went.  No surprises and little damage.

 

Turn 15:

Orders:   Now that I’ve managed to get my units so close to the 88 with

limited casualties I’m pretty sure the 88 is doomed.  Everything that fired it

last turn is targeted at it this turn.  The Regular squad is going to charge the 88 if it is still there after the requisite command delay (higher because the squad is out of command).  The Platoon ‘F’ HQ is going to move back and bring the broken squad under command and attempt to rally it. 

 

Two of the squads in Platoon ‘G’ are out of command so I am going to move them closer and within the HQs command radius.  The HQ has combat, morale, and stealth bonuses but right now I wish he had a command bonus. The HQ and the other squad are going to move forward to the scattered trees where they will wait before they make a dash for the first row of houses.  The reserve HQ is ordered to move into the woods and bring all the MGs under command.  On the right, the MMG is on the Sherman and the Sherman is on its way around and through the woods to link up with the two platoons in the wooden buildings.

 

Action:  Well,  this turn turned out much, much better than I had hoped.  The 88 goes down quickly without putting up much of a fight.  Each burst from the assaulting squads brings another casualty to the 88 until the 88 is no more ten seconds into the turn.

 

The Platoon in the center manages to stumble across some Germans hiding in foxholes.  The first unit I spot is hiding in the trees behind the first row of houses.  How on earth I spotted him I don’t know.  The Platoon ‘G’ HQ is the first to fire quickly followed by a squad in Platoon ’G’ and my Company HQ so perhaps it’s not too surprising considering the German unit can be spotted by at least three of my units.  The unit in the town is in LOS of the three units left near the hill and they’ve been sitting there for ten minutes

 


Ambush spotted

 

In rapid succession I spot three units hiding in the forward ambush position and they are all quickly brought under fire. By the end of the turn I have caused a few casualties.  Since the units that I spotted were hiding they don’t return fire. 

 

I must say I got incredibly lucky to stumble on units hiding in foxholes.  The German units in front of the town are in their initial setup position but I never expected that they would actually still be there.  Everything that the enemy has done indicated to me that his units were all pulled back into town.  Needless to say, I am very surprised not only that I spotted the units but that I spotted the units where I did.

 

What isn’t luck is that my units were in position to immediately provide support fire from multiple positions when I spotted the enemy.  It was no accident that Platoon ‘G’ had spread out or that I left a Sherman on the hill with a mortar even though I had yet to see an enemy.  I don’t know what the best way to have done things would be, but it has worked out in this case.

 

 

Movie Files

American Turn 11
American Turn 12
American Turn 13
American Turn 14
American Turn 15

 

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