TURN: 19 OF 60

SCENARIO NAME:
Going to Town

Fionn Kelly - Germans vs. Americans - Martin Turewicz

 

Orders phase

Number one spot - the Shermans! Especially the one that bogged down off the road and in view of those Panzers - what do I do with it? Since it's bogged down I feel that if I issue a "move" order, it will only become bogged down even worse or throw a track. I have the feeling that my best bet to get it running again is to let it stop where it is and not move any further for at least one turn - THEN slowly move forward. In the meantime, I hope that it will engage Fionns tanks without getting hit.


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The bogged down Sherman. The commander is looking with a worried face downhill to the German tanks across the river...

In order to help that Sherman, I order the M4A1(76)W to inch forward around the edge of the block building until it gets into LOS of the Panzers. With it's 76mm cannon it has a decent chance of knocking one out even from 1000 meters distance. And by staying partially hidden behind the blockhouse it should be really difficult to hit.


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Sgt. Greenblatt inches his tank forward to get into LOS of the German Panzers. The status bar tells you everything you need to know about that unit at a quick glance - ammo, type and quality, crew size and where it is (or where it's moving to).

But that's not enough - the hit on the German PzIV (and the relief that it's a PzIV and not a Tiger or something) encourage me for a more aggressive action. I order the Sherman hidden behind the northern woods to move forward as well, hoping to get an angle shot at the Panzer.


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Without any other targets right now (the halftracks are hiding behind the slope in the south), I order the Sherman forward. The HUNT order means that the tank will slowly move forward, stop when a target comes in sight and open fire.

The last Sherman, finally, has first to get into a good position before I can employ it for offensive action against the German armor. I order it to race down the road across some open space and hide behind another building. I want to get it on the edge of town and find a good hull-down or at least partially hidden firing position from the flanks.


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Let's hope that the Sherman moves fast enough to cover the open space and hide behind the building before the Germans can spot it and adjust their aim.

But I also do a couple of other things around the town (besides fine tuning my fighting positions for the platoons and heavy weapons).

One is to move the positions of my two MGs in the town further south.


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While one MG is moving to the top of the church (to get a good field of fire on the southern approaches and the town), the other moves one block further south to be able to provide suppressive fire onto the river and into the town.

With the mortars and MGs from across the river slowly arriving in position on the near bank, I also now order another MG to cross the river. The more time passes, the more I intend to bolster my defensive ring on the town bank of the river to make maximum use of this natural obstacle.


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With the mortar team and MG slowly arriving in position, I order the MG covering the bridge to cross the river as well.

Now to the east. In the north, it becomes more and more clear what the Germans are trying to do - move the infantry forward to clear the woods. I order my Company HQ unit (with the Captain left as sole survivor) to get the heck out of there, but if he manages to do so is questionable at best. German infantry is racing forward across the open space and will enter the woods soon, which means that I will have to think of a way out for my Sherman on the western side of the woods, but I still have some time for that.


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Hey, Captain - get the heck out of there!

In the center, my bazooka team is starting to feel rather lonely in an advanced position. Not only does it face three enemy tanks, but it also seems that German infantry is heading its way. I am faced with the difficult question again - retreat or stand? I figure that as long as the bazooka team is there (and the Germans seem to remember it's there) they will have to deal with it one way or another and not be allowed to simply advance down the road. If they send infantry forward to clear the building, they will need several minutes to do so, under the fire of several MGs from the back AND my Sherman in the north. I decide to stand and fight. Not sure if the bazooka team likes it, though ;-)


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Impending doom...

In the south, the Germans are coming closer. With just an MG, a vehicle crew and a bazooka team there, I don't feel like it makes much sense fighting it out. I order them to retreat, leaving the MG in position for now to cover that maneuver... If the withdrawal makes much sense is a good question, since it will be across a lot of open ground, but in this particular case I favor trying to save the assets for later.


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The MG oversees the withdrawal of the bazooka team, Sherman crew and Platoon HQ. Meanwhile, the mortar team is dragging it's equipment slowly to the rear...

But the south flank is not as defenseless as it seems. My two MGs on the southern hill have arrived in position and have a good LOS to the south. They should help covering the retreat a bit.


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The MGs on the southern hill (only one appears on the screenshot) have a good LOS to the southern flank. The distance is long (about 400 meters - the halftracks are still about 300 meters behind the German infantry), but should be enough to cover my withdrawal.

And one final thing - my airplane. I have no means of communicating with the pilot, so it's going to do mainly its own thing - but I certainly cross my fingers that it will select the right cluster of vehicles :-)

 

Action phase

"Enemy tank spotted, 10 o'clock. Load AP!"


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"AP up!"
"Fire!"

 


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BOOOMM! "On the way!"

"It's going, going..."


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"YIPPIEH! Eat that you... uh... enemy tank destroyed, Sir!"


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"New target! New target! Assault gun, 10 o'clock! Load AP!"


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"AP up Sir!"


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Here a look at the target - the PzIV is burning, while another PzIV and the StuG are moving up from behind.

Meanwhile, the sound of the fighter-bomber is growing louder and louder as it overflies the battlefield, looking for juicy targets. Then suddenly the roar of the engine screams in a high pitch, as the plane dives down...


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The Panther pivoted and is trying to get out behind the northern woods, probably desperately trying to help out the other Panzers... but the high pitch oft he diving airplane is growing louder with every second!


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IMPACT! Right on target!


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<enjoy the view while I keep bouncing around the house, rolling on the floor and kissing my puzzled girlfriend for a few more minutes>

But I have to take a hit, too. Shortly before the end of the turn, the second PzIV (which was not moving throughout the turn) finally manages to zoom in on one of my Shermans. Unfortunately, it's the M4A1(76)W.. :-(


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An AP round slices through the turret like through butter and flames up the tank. I lose three crew members as the rest bails out and runs for cover...

The other Shermans fare better. The M4A3 which bogged down last turn manages to free itself and opens fire at the StuG.


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Sgt Odom skillfully manages to free the Sherman from bog as he is directing fire against the StuG.

The other Sherman in the north of town manages to cross the road in open view of the German Panzers.


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>

Note the explosion - "something" impacts right in the house. I am not sure if it was an enemy tank round or artillery... or maybe a really bad miss from the Sherman as it tried firing on the move?

Along the southern flank, the situation is growing worse. The German infantry has reached the house while the other halftracks are harking my MG team with fire. I'd love to get those guys out of there - but where should they go? There is only open ground everywhere and getting across the river is suicidal! The mortar team which I ordered to withdraw runs into MG from the east and decides that it actually feels safer in the cover of the trees!


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Moving back under fire... my .50 cal MG team is lying pinned in the foreground. It has lost 2 men to the MG fire from the SPWs and the Platoon HQ unit (first unit on the right) actually panics before the end of the turn. Uh oh...

Elsewhere the Germans advance. What seems to be a platoon is advancing to the house where my bazooka team is hiding in (near the central road), and other Grenadiers are reaching the northern woods, behind my withdrawing Company Commander. But even these bad news don't manage to get that grin off my face... all of a sudden the situation has completely changed. I have three tanks against two German Panzers, and, even better - two of my Shermans (the one behind the northern woods and the one from Sgt Odom) are engaging the StuG in a deadly cross fire! And best of all - my fighter-bomber is most likely not finished yet! I am not sure if it has another bombload to drop down, but it sure will strafe the Germans a couple of times before making it back to base! Ahhhh, the sun is shining again :-)