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Section Leaders:
Fionn Kelly & Madmatt

 

 

Riesberg

German – Riesberg
Turns 21- End

 

German Commander - Robert Hall (Tomcat)
German Movie Password - redbmw

 

Turn 21

There is very little I can do now except hope my troops will hold their positions and keep to their orders.  It appears I now have LOS from the Flak 88 to the rear Sherman so the Flak 88 is ordered to destroy that tank!

 

A new turn allows the US Commander to halt his assaulting infantry on my left rear flank and prevent them from running into my ambush.  My two front line ambushing squads from E Platoon of Volksgrenadiers now come under fire both from these halted US squads and from US squads who stormed the front of the town last turn, so they are caught from two directions and start taking casualties.  The Flak 88 holds target on the Sherman but before it can fire, a nearby falling round of 105mm arty unnerves the crew and the still buttoned Sherman manages to reverse out of LOS.  Now the Flak 88 spots the Sherman in the front of the town advancing into LOS and starts rotating round to lock onto it.  Alas, the Sherman moves further forward and out of LOS so the Flak 88 ends up not even firing a single shot during the whole turn.  More US troops enter the first line of houses on my right front and all German troops in this area either Rout away or Surrender to the US forces.  The town takes a heavy battering from 105mm arty, but it only appears to have caused one direct casualty to a broken and retreating SMG squad.

 


OK guys, I surrender, there's way too many of you out there for my liking!

 

Turn 22

I decide to target the Flak 88 gun on the US Infantry attacking from the front of the town for this turn since I have nothing else left to stop this infantry assault, and also because the Sherman on my left rear flank seems to be taking cover.  I'm bringing another Panzerschreck unit back to my left rear flank to see if they can do any better from the woods against the Sherman.  I also have my second line of ambushing squads on my left rear flank for continued defence from that direction and I do not think the US troops have spotted these ambushers yet.  My intent is obviously to surprise and to disrupt any further assaulting US infantry squads from that direction.

 

One of the central stone buildings in the town comes down at the start of this turn due to prolonged heavy bombardment but there are no units inside.  The forward two squads of my previously ambushing E Platoon Volksgrenadier troops on the left rear flank suffer further casualties and are effectively put out of combat during this turn.  I am surprised the US Commander has not advanced his second Platoon of Infantry hiding in the left rear flank corner house as yet.  The Flak 88 seems to take an age to fire and only manages one HE round in a full 30 seconds or more of targeting.  Meantime, the US Infantry units at the front of the town start to advance, I see another US Sherman advancing on my left flank and the town continues to suffer from heavy, but seemingly ineffective 105mm arty bombardment.

 

Turn 23

Ever had that feeling of being totally surrounded?  Again, I'm leaving the Flak 88 targeted on the infantry in the front of town houses and just hoping I can do some serious damage to the US advance.  I'm sure the Flak 88 will have been well spotted by now so the US forces will surely not wait any longer for their final assault.

 

As the turn commences, the US launch their second wave of attack from the left rear flank and I again manage to take out its Platoon HQ and inflict significant casualties on the supporting US infantry.  Unfortunately, my ambushing units also come under fire from some US infantry units who sneaked up on my right rear flank, bypassing B Platoon which was supposed to be protecting that area!  The Flak 88 manages to fire a number of HE rounds at the advancing US Infantry in the front of the town, again inflicting significant casualties.  The advancing US infantry triggers the German ambush from D Platoon Volksgrenadier squads hiding in the left near-front town houses which achieves a few more US casualties.  But it appears my position is now totally untenable as I am completely surrounded and even my sharpshooter succumbs at the end of the turn.

 


Surrounded and outnumbered.

 

Turn 24

Nothing to do except keep the Flak 88 targeted on infantry units in the front of Riesberg and hope my ambushing squads on my left rear flank can continue to hold off the attack for a little while longer.

 

At my rear, the US forces advance from two flanks and totally overwhelm my units on the left rear flank by sheer force of numbers.  The Sherman at the rear closes in fast but for some reason fails to take out the Flak 88 which is rapidly(??) spinning round to try and target it.  Meanwhile, at the front of the town, the US infantry changes its attack to the squads in the houses on my left flank and again starts to overwhelm them by sheer force of numbers and incoming fire from multiple directions.

 

Turn 25

This turn we may well be overrun but I am going to do all I can to hold out a little longer.  In desperation, the Flak 88 is targeted to the Sherman at the rear, but I do not see any way it will be able to rotate and target the tank before it is itself taken out.  I also decide to run a tattered SMG squad from B Platoon into the middle of the Victory Flag building at the right rear of the town in the vain hope of giving any attacking US squad a nasty surprise.

 

Ha!  Surprise, surprise!  The crew actually manage to rotate the Flak 88 and take out that left rear Sherman, but it is a hollow kill as the Flak 88 is quickly surrounded and overrun by the attacking US infantry.

 


Bye, bye Sherman!

 

Unfortunately, all the other nearby German squads appear to have been spotted and suffer casualties from direct fire and arty this turn.  My German Commander and his 2 remaining staff members of HQ Section are captured in the rear stone building of Riesberg.  Although they have totally surrendered, all three men are summarily shot without warning by the despicable action of uncontrollable US squads, totally ignoring all semblance of the Geneva Convention!

 
German HQ Section is captured and surrenders!

 


Just one frame later, (note it is still exactly the same time) bye, bye surrendered HQ Section!  Now where is that Geneva Convention?

 

Alas, it will soon all be over for everybody else remaining alive and Riesberg conceded to the Enemy.

 

Turn 26

Well, I can no longer issue any further orders, but my remaining units are clearly not going down without a fight!  One tenacious SMG squad from B Platoon still holds the final Victory Location building not yet occupied by the US to the bitter end, while everybody else crumbles around them.  At the end of this turn though, there are simply not enough German forces remaining combat effective to continue and Combat Mission decides it is time for the Germans to finally surrender!

 

 

German Debrief

The initial German deployment certainly set the course the German defence would take and it proved ineffective and too static.

 

I think I was absolutely correct not to place any of the German troops inside the outer buildings of Riesberg.  I know it frustrated my opponent, as intended, when he did not find any troops in the outer buildings he demolished.

 

Lesson 1.  Flak 88 guns need Infantry protection to keep them secure from close assaults. 

 

Lesson 2.  It was certainly a bad move to try and "crawl" B Platoon on turn 1 into Riesberg.  I should have either run them quickly into town to keep them exposed to possible fire for as short a time as possible, or I should have kept them outside the town.  In hindsight, I do not think I should have tried to bring B Platoon into Riesberg at all, but used them to protect the Flak 88 from a reasonable distance away.  B Platoon did not, in this game, offer any additional protection to Riesberg by having them inside the town boundaries so I, in effect, wasted the combat effectiveness of this whole Platoon and caused them completely unnecessary casualties.

 

Lesson 3.  Leaving the default C Platoon ambush by the road in their default position was far too obvious and I should have withdrawn them into the town on turn 1 before they could have been spotted.  Failure to do this allowed my US opponent to pick them off piecemeal.

 

Lesson 4.  A static defence only works for so long, and is then completely and quickly overwhelmed by a properly co-ordinated attack.  In hindsight though, the US advanced on such a broad front, it would have been very difficult, I think, to have achieved any sort of flanking counter-attack on them.

 

Lesson 5.  Give every unit you do not want firing prematurely an ambush marker, including mortar units!

 

I still believe my decision to place many squads in foxholes in woods or heavy woods was an absolutely sound and correct move.  I do feel Combat Mission needs some tweaking in this area to stop these foxholes being spotted by the enemy at 150m or so which is completely unrealistic, IMO.  Spotting units in foxholes unrealistically far away allowed my US opponent to pick these units off one by one, quickly weakening my whole defensive strategy.

 

To stand any chance of effectively defending Riesberg, I believe the Germans need to find some way to continually harass and weaken the US attackers, without taking losses themselves in the process.  In my view, each Flak 88 gun should probably be able to take out a Sherman a piece.  Once the Flak 88s expose themselves by firing though, a properly co-ordinated US attack should be able to eliminate them very quickly with a combined infantry and mortar attack, leaving at least 2 Shermans to lead the final assault on the town itself.

 

My compliments to the US Commander for orchestrating such a nicely co-ordinated attack from all possible directions.  It was a pity though he could not control his forces well enough to stop them violating the Geneva Convention and shooting the German HQ Section after they had clearly totally surrendered!

 

Halfway through the game I was beginning to think I might achieve some sort of positive end-result by default through the US Commander running out of time or simply being too reluctant and too slow to press his attack home.  As it was, the US Commander was carefully building his encirclement attack so that it would strike in most areas at the same time.  At least I gave him a bloody nose by surprising the US forces in a couple of places, but in the end, the weakened German defence was simply overwhelmed by sheer weight of numbers after I had allowed individual defending units to be picked off piecemeal.

 

Robert Hall

 

Movie Files

German Turn 21
German Turn 22
German Turn 23
German Turn 24
German Turn 25

 

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