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Section Leaders:

Patrick Brett and Fionn Kelly

TURN: 4 OF 60

SCENARIO NAME:
Going to Town

Fionn Kelly - Germans vs. Americans - Martin Turewicz

Orders phase

Three minutes of combat passed and I lost two tanks and a bunch of infantry. Can you tell that I am not happy?

But I seriously hope that this turn will bring the first shock to the Germans when they encounter my 76mm Jumbo. With its super-heavy front armor, the poor little StuG that just appeared at the end of last turn has no chance - and since everything went so easy for Fionn so far, I do not expect it to back off right away... its only chance to survive.

Although at first I wished I had placed the Jumbo a little bit more to the right to be able to look straight down the road (the farmhouse is now in between the Jumbo and the Panther), I am happy I did what I did. Since now I can take my time to get rid of the StuG and then take on the Panther. And even a Panther should be fairly easy prey for the Jumbo.


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CM's interface is very easy. But it still tells you everything you need to know. My Jumbo is hull down relative to the StuG and if it indeed is a StuG, I have an excellent chance of blowing it to hell...

Should all this work out, then I will have much less worries about my southern flank, which is close to collapsing.

Talking about the southern flank... with the MG team gone, I order the remaining squad to run back. Although they have not been harmed yet, I expect them not to last long against such an overwhelming force in the clearing. By running away the Germans might think that they panicked and who knows... run into my ambush? :) BTW - since the squad is not in command (its platoon HQ is on the other side of the board), it will take 33 seconds into the next action phase before these guys will actually start moving. Had they been in command (i.e. with an HQ unit closeby), they would have followed the order much sooner, maybe within 10 seconds. So a delay between issuing the order and seeing it done is one of the disadvantages of being out of command in CM. In this particular case the longer delay might mean that my squad gets hammered way before they actually receive my order to withdraw... let's see...

Not much else to do here (northern flank still waiting in ambush), so I concentrate on the town. Since the opposition in the town seems to be stronger than I anticipated, I order the third platoon to cross the river and approach from the south. At the same time, I send the 2nd platoon (in the center) forward into better firing positions (they are at the base of the hill now and cannot see into town). The 1st platoon remains where it is and is going to provide a base of fire for the others.

I also order the half-platoon on the southern hill to hold it and exchange fire with the Germans. Not much else I can do there right now until the 3rd platoon crosses the river. Based on what happens, I will later decide where to start the main attack to break through the German defensive ring.

I was playing with the idea to use my 105mm artillery on the town, but then decided against it. I feel that it would be a waste of an important resource if I fired the artillery on the heavy stone buildings in the town. Sure, there would be some German casualties. But I feel that the 105mm can be used much more effectively on the advancing columns in the east. First, however, I am going to try to locate Fionn's Schwerpunkt.... and then hammer on it.

Action phase

Do you know that feeling when you think you have hit rock bottom and it can only get better from there However, the situation only gets worse? Oh boy... the bad luck is developing into a real streak!

To make it short: the 76mm Jumbo, the backbone of my defense in the east - gone with the wind! Before it could even fire one shot, the StuG placed two rounds right on target - one bounced off the front hull... but the other was right on target! It must have hit a critical spot, like the turret mount or the upper hull - frankly said - a one in a million shot!


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The red line shows how the first round from the StuG ricochets off the Jumbos front armor. If you look hard you'll notice the round in the red circle. And yes - the ricochet landed somewhere to the right and exploded... as said before, CM tracks every round!

But there is no time to be shocked - in the east, the rifle squad exchanged a few shots with the German infantry, but soon faced overwhelming fire from the halftracks, Grenadiers and a tank. Left alone in the woods, it decided that it was too much and all twelve men surrendered. Damn!

Shortly after that the 81mm mortars came in and shelled the clearing. However, since I lost both the MG team and the rifle squad to the Germans, I will never know how effective the fire was.


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My 81mm mortars are shelling the clearing. Notice that since I lost both the MG team and the squad there, all the previously spotted units turned into generic German markers.

So much for the bad news in the east. Fionns column is happily advancing in the center and south flank, but seems to have stalled in the north. The "halftrack" I still see on the northern road didn't move further... I assume that he is advancing with his infantry forward to clear the road from any possible ambushes. Good - it'll cost him time.

But finally there are some good news, as well. The attack on the town is showing first results, as apparently some of his infantry in the town is breaking under the heavy HMG, tank and mortar fire.


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The German infantry squad is running out of the stone building under heavy MG and tank fire. I saw the German squad taking at least two casualties during the action replay (the soldiers kind of jerk back when hit and you hear the screams in German, too).

That is good news, because it actually means that the other advancing platoons are making good progress with little incoming enemy fire. 2nd platoon in the center made it already to the last treeline in front of the town, and so is in great firing positions.


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The last treeline - from here 2nd platoon has good firing positions on the town to support any flanking assaults.

In the meantime, 3rd platoon also moved out and except for some inaccurate MG fire from the town. It's making good progress across the river.


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Move out! With bullets and mortar rounds whizzing overhead, the platoon is racing for the frozen river.


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A mortarman at work - shelling the German positions in town to cover the approach of the rifle platoons.

Even in the south things are going fine. Once in position on the edge of the woods on the southern hill, the half-platoon is doing well against the Germans. In fact, it seems like some of the German teams already started breaking for the back.


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A look from the southern hill down on the town - some mortar rounds are exploding in the back and you can see infantry running through the streets - panicked?

The progress around the town sort of eases the pain of seeing my MLR in the east crumbling away. Although my Shermans are gone and the southern flank is shaking, the Germans still have to cross that wide open space and face several bazookas and two hidden Shermans in order to relieve the town. And the town is the key - if I manage to take it on time, even ifI lose all my Shermans, the difficult terrain will aid me in defending the victory locations.

Still - somewhere in the back of my mind a desperate voice is crying - where are the reinforcements? :(





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