TURN: 33 OF 60

SCENARIO NAME:
Going to Town

 

Fionn Kelly - Germans vs. Americans - Martin Turewicz

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Orders phase

Well, look at that... Fionns Panzer, busy mopping up near the river, is slowly but inevitable coming within the field of fire of one of my bazooka teams, hiding in one of the front row buildings. Only a little bit closer...

Turn33bazt.jpg

As can be seen, the hit chance is still too small AND the Panzer is currently hull down, to open fire now and risk drawing return fire from the Germans. But if the Panzer decides to move uphill a little...

Along the river, I am collecting all the survivors and order them to fall back. Not many have a real chance to make it, as they haven't made it the first time around. But this time I am moving my MG (which was harassing the enemy platoon on the northern flank) forward, in order to cover the retreat.

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The MMG team is moving boldly forward to cover the retreat of its buddies...

The Sherman, without a target for now since the enemies near the northern woods are still pinned in the house, looks and around and spots the first German units coming down the southern hill. At 400 meters, the distance is just fine for some good HE fire...

Turn33Shermant.jpg

Whenever a tank is targeting infantry, a menu asks the player if he wants to use his main gun as well. My Sherman has plenty of ammo left, so sure I do...

Now to the most important part, the southern defenses. First contact with some of the enemy squads has been made just before the end of last turn. I can see some prone German teams, but I am not sure if they are pinned or simply trying to hide.

My tactics for the southern flank are clear - fighting withdrawal. First, I am moving the badly battered platoon back. I intend to use relatively short hops between buildings to maximize cover (especially in case Fionn has some arty left). I unhide also several of my squads with LOS to the enemy, to give them a chance to pick off some targets.

My platoon in the corner building is running low on ammo, and they will be next to withdraw further into town. I intend to fall back platoon by platoon to the big blockhouse and make this my last line. If all fails, I am going to move off map with any survivors I can gather.

Turn33southdeft.jpg

One platoon moving back to the next row of houses, the others are engaging the German attackers. Together with some HE rounds from my tank, I am hoping to stall the assault at least partly and gain time to slowly withdraw my other units.

While my global moral is getting another hit (43% now), there are more things to worry of course. The German halftracks, still on the other side of the river, can easily roar down that bridge and into town within a minute. Even if I manage to knock them out, they can plant a few German squads right into town and cause some trouble. Problem is, what can I do to prevent it?

Short blood pressure check... ohmygod, don't drink coffee while playing CM...

Action phase

The MG team I sent forward to cover the retreat from around the bridge comes too late. By the time it arrives in position (under MG fire from the halftrack near the bridge), the remaining units surrender in front of the Panzer. First German infantry units (seem to be vehicle crews again) have now reached the previously defended position.

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Too late... only three men of a rifle squad (prone on the left) escaped "mop up hell"

But the MG team doesn't remain without a job for long. Suddenly, the German infantry, which was pinned in the house, appears again, this time running down the road to the south. Cpl. Doe sets up his MG and fires a few bursts.

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The German infantry is racing down the road in view of Cpl. Does MG team

What the Germans might not know is that they are moving again into LOS of my Sherman soon. Talking about the Sherman... after a few HE shots which pin down the attackers for some time, the Germans adjust their approach routes slightly and move their squads behind a few houses, out of view of my Sherman. Yes, it IS very frustrating...

But the firefight in the south is heating up with every second. Tracers are zipping everywhere. Several German units seem to be pinned, but the general advance holds.

Turn33southMGt.jpg

A rifle squad is firing at the German assaulters as MG tracers from the third story in the block house whizz by overhead. True 3D action...

My platoon in the corner building is also giving its best, which is not easy because ammo is low. Besides that, the approaching halftracks are spraying the house with MG fire which results in several of the squads becoming pinned down for short periods.

Turn33tracerst.jpg

How the roles can change sometimes... now my rifle platoon is trying to stop the German assault.

The overview picture reveals the situation. Two platoons are assaulting from the south, while a third platoon seems to be waiting in reserve. I have three platoons on the edge of town (one left, one right, and the decimated platoon in the middle - so it's more like two and a half), and then another two platoons behind these three.

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The big picture... the assaulting Germans are facing fire from several directions... excuse the POW in the middle of the firefight - but I had to get him out somehow, and that's the shortest way to the POW camp ;-)

Overall, not a bad turn. Although my global morale fell again by one point to 42%, it seems that I have incurred more casualties than received (actually, I have not identified even ONE casualty, except for two surrendered MG teams, but I might have simply overseen them). As long as the Germans are hesitating to move their eastern forces up (the halftracks and the tank and at least one platoon of infantry), I am happy.