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Section Leaders:

Patrick Brett and Fionn Kelly

TURN: 2 OF 60

SCENARIO NAME:
Going to Town

Fionn Kelly - Germans vs. Americans - Martin Turewicz

All images currently at full magnification

Order phase

Only slight adjustments are necessary for the second turn, as the Germans are rolling closer into my killing zones.

The hull down tank is a bit too exposed there for my taste. It looks like the scattered trees (in winter!) are not providing the cover I was hoping for. So I order the tank to quickly withdraw behind the hill and out of sight of the incoming Panzer.


"Withdraw" is an order in CM, which is executed without any time delay. But there's a risk of panicking the withdrawing unit. Therefore, the order should be issued only in emergencies.

Once out of sight, I am hoping that I can draw the Panzer forward and right into a flank shot by my Jumbo. In the south-east clearing, I want to support the lonely outpost with some 81mm mortar fire. I hope to damage some halftracks and their accompanying Grenadiers. Since the 81mm mortars take about 1 minute from call to fire for effect, I place the target area about 50 meters forward right on the edge of the woods. I anticipate the armored column will halt there until their infantry moves up.


The orange line shows the plotted 81mm mortar fire. It extends from the FO (not visible in picture) to the target area. Note the shell crater a few meters in front of the MG!

Although the armored column here is more than I expect my outpost to handle (just one MG Team and one rifle squad!), I intend to keep them in position a little longer to ensure that the Grenadiers dismount. Unfortunately, the .30 cal MG jammed just at the end of the first turn. But, I am hoping to get that cleared soon. In the northern woods, with the "halftrack/tank" coming closer, I order my bazooka team to hide and wait in ambush. This is the main reason why I left a Platoon HQ unit with them - the Platoon HQ unit is necessary to issue the "ambush" command.


The bazooka team is prone and hiding and targetting the "Ambush" marker. The platoon HQ unit to the left keeps the bazooka team in command.

Of course there is the possibility that the Germans will come through the woods first to clear the road. But it will take them quite some time to do so, which means that part of their job (to delay the German advance) will already be done.

The advance on the town goes as planned. One platoon is already crossing the ice without drawing enemy fire. My hope is that they arrive to their firing positions before the MG team on the northern hill breaks (it is being fired on from four directions!)... Unfortunately, all my covering MGs and mortars have no LOS to the German units. But that doesn't mean that I can't do anything - I order one of the MG's to spray the first stone building with bullets. Although I cannot see the Germans inside, it should be enough to keep their heads down.


The MG has been issued the "area fire" command and will be spraying the stone house during the next turn. It cannot see the Germans in the house. But, the .30cal bullets should suppress them.

Encouraged by the fact my first platoon didn't draw any fire, I also order a second platoon (the one in the center) forward over the frozen river. It should provide a good base of fire from the right flank into the town and enable the platoon to the north to assault. I keep the last platoon on the south flank where it is for now so to cover the approach of the other units. But, they also act as reserve to close down the south flank in case the Germans break through in the east.

 

Action phase

Now the 60 second real-time resolution phase starts. This brings some bad news... what do they say - no plan survives first contact with the enemy. Well unfortunately, it's not only the plan that doesn't sometimes survive...

Before the hull-down Sherman on the south hill can withdraw into safety, the next shot from the approaching Panzer knocks it out of action. I lose another crew member (luckily the Sherman didn't brew up!). In panic, the crew bails out and runs for the trees to hide. I'll provide a screenshot of this demoralizing scene in the next turn! Additionally, any relief of the MG on the north hill above the town will come too late... After an HE shell from the "halftrack" kills a team member and under heavy incoming fire from the town, the MG Team surrenders.


Nope, they sure won't get a medal for bravery!

In the clearing to the east, the situation tightens with every second. The halftracks advance cautiously to the edge of the woods and spray my MG team with MG42 fire. My MG team keeps its head down. However, those boys at least manage to unjam their .30 cal, but not much more. The rifle squad hiding about 20 meters beside the MG hasn't been spotted yet, though.


Incoming MG42 fire. Notice also that some enemy infantry just breaks through the woods on the right side of the road.

In the center, the Panzer moves slowly forward and comes into LOS of one of my Shermans, the one positioned behind the northerern woods. My Sherman opens fire but misses with a few shots. The Panzer stops (I still have not been able to identify it) and returns fire overshooting by far.


Notice the shellholes behind my Sherman. CM tracks every round, even if it misses. Had there been some infantry behind the Sherman, they might have been hit by the "missed" AP rounds.

A lot of bad news in this turn, as it seems, and unfortunately there are not many good ones. My MG fire on the stone building in the town seems to have suppressed the enemy. But, I didn't see any casualties. It is possible that some of the infantry in the woods was hit by my MGs. But, again, nothing that I have noticed. So while I've already lost a tank and an MG team, the Germans have hardly been scratched. This is not good at all! However, the Germans are just barely on the edge of my killing zone and have not reached my ambush points. With every step they come forward, they should become easier targets. I do hope that once they see their initial progress, they will become a little too overconfident and run quickly into my killing zones.





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