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Orders phase
The big thing for this turn is the assault on
the town. A brief check with my FO tells me that the 105mm
artillery barrage can be expected several seconds after the start
of the next turn. It's aimed at the center of the town and will
hopefully make it difficult for Fionn to shift his defenses back
to the south.
I have two full platoons for the assault,
another half platoon on the south hill and - as reserves -
another full platoon which is just making ist way to the south-eastern
edge of the woods. I decide to conduct the assault with two
platoons forward, while the half platoon and the heavy stuff (the
MGs) stay back and provide covering fire. I can spot at least one
German HMG42 in the town which could become a problem during the
assault, and order the two squads form the half platoon to try to
pin it down.

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I am going to assault with two platoons
forward, while the half platoon and the attached MGs stay back
and provide a base of fire. Most of the German defenders seem to
be either running away or broken by the 8 minutes of heavy MG and
mortar fire from across the river...
The going through the snow and woods is slow,
though, so I do not expect to come much further than the edge of
town during next turn. It would also not be wise to send anyone
further for now, since I don't know what else is in the town...
The situation in the east is nearing a
resolution. With the German halftracks roaming free out of the
gap, it will not take long until they either break through in the
south or come in contact with my rifle platoon which is
supporting the two Shermans (or what is left of them - one is
knocked out, the other immobilized).
There is already one halftrack which Fionn sent
boldly ahead down the road. It's now within the 200m range of the
bazooka, so I order it to open fire, together with the .50 cal
HMG beside it. Should the halftrack get nailed (which I expect),
then the hiding rifle platoon should have an easy game with the
mounted enemy infantry. But no illusions should be made - the two
Panzers in the east are overlooking this whole action and have
good fields of fire to pin down my rifle platoon sooner or later.
With the Shermans more or less out of action, this is not a line
of resistance anymore - it's a line of delay.

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154 meters and coming closer FAST! My
bazooka team and HMG are ordered to open fire on the incoming
halftrack. The HMG is already under fire from the German Panzers
and infantry in the back.
Further north, everything is still quiet - but
in the south the situation is red hot! While my bazooka team (leaving
one casualty behid) is withdrawing into the woods quickly, the
two MGs (one is a .50 cal) are providing covering fire...
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The two MGs are supporting each other and I
order them to pin down the enemy squads while my other units
withdraw...
In the clearing, there is not much left to be
done. The bazooka team there did what it could to stop the
advancing enemy, but now the one remaining guy has to face
overwhelming infantry forces in the woods. He will either
surrender or be killed - nevertheless I order him to withdraw,
fully aware how futile this order is under such circumstances. I
will elect him for a silver star, though... for sure!

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Enemy infantry is surrounding my bazooka
team. Notice also the amount of craters in the clearing - the
Germans definitely got a heavy pounding from my 81mm mortars... J
All in all, however, I have to face the
inevitable truth that my south flank is broken. The path for the
Germans in the woods is free and the MGs further back will not be
able to hold out too long against a couple of platoons of
motorized infantry. So I guess it's about time to think about the
next step.
With one Sherman immobilized, however, not much
is left that I can do to plug the hole. I still have the other
Sherman, far up north shelling the town, which I could move south.
But will it bring me anything? Racing over the snow about 1
kilometer to find a good spot to defend is a risky undertaking,
even more so since the tank would have to cross enemy LOS.
I feel that leaving the Sherman where it is the
best option I have right now. From its position, it is covered
from the approaching tanks by the woods, while at the same time
overlooking the roads to the bridge quite effectively. The
distance to the farthest road is about 700 meters, too far
probably to stop a tank, but good enough for any halftrack. In
other words, Fionn would have to lead his armored columns with
the tanks in order to avoid running his halftracks into my
Sherman. If he really does so, it will take a long time for him
to reach the bridge. If he doesn't, well, then I expect the
Sherman to get some good halftrack kills at this distance...

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The M4A3 Sherman is currently engaging
infantry in the town. But the LOS tool reveals that the LOS all
the way south is free. A few meters to the left, however, and the
hill and woods are covering the Sherman from enemy fire.
So far, so good. The stage is set - the next
turn might already be a first shadow of how this all is going to
end...
Action phase
The turn starts with a big bang! Two big bangs,
to be specific. Both occurr in the clearing in the south-east.
After the heavy shelling that the Germans have been going through
there for several minutes now, finally I can see two smoke
columns rising. I wonder how many vehicles are down there
disabled but not burning? ;-)

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YESSIR! Two halftracks burning! The one that
makes me most happy is the left one, since it conveniently blocks
the road for the following columns. The cross beside it marks the
halftrack that had been fired on by my bazooka team - I wonder if
it is immobilzed? Btw, if you are looking for my bazooka team -
it's gone! After panicking, it disappeared. I am not sure, though,
if it has been killed or taken POW...
Further west, the reatreat of the bazooka team
works out well. The two MGs (one of them a .50 cal) are doing a
good job of pinning the German squads right by the vehicles. The
bazooka team and HQ unit manage to get to cover without further
losses. I will have to re-organize them very soon, though, to
face the other halftracks coming in behind the hill.

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Fire from the two MGs is pinning down two
German squads by the burning SPW, as the other vehicles arrive
behind the hill.
In the center, the lonely halftrack which is
boldly approaching my positions around the farmhouses, is engaged
by my MG and bazooka team. But the enemy covering fire is heavier
than expected as the Panther rips several HE shots in the patch
of trees where my infantry is hiding. The bazooka team manages to
get off a few shots, but the .50 cal MG suffers some casualties
and panics!
Have you ever tried to hit a speeding halftrack
with a bazooka from a distance of more than 100 meters? Me
neither - but it seems to be more difficult than I though,
because TWO bazooka teams manage to miss several times, with the
end result that the halftrack simply races (with its MG blazing
away) through my defensive line and by the end of the turn is
halfway by the bridge!

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Missed! This shot detonates
about 20 meters behind the target!

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Missed again! This is a second bazooka team
that was hiding behind the front line in a house by the road. The
halftrack races by and manages to pin the bazooka team for a few
seconds.

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The end result... this is how
the back side of a halftrack looks. Luckily, it's only one... so
far...
But it's not over yet. Although the halftrack
cleared the initial line, it now enters in LOS of the immobilized
Sherman AND the Sherman hiding in the north. Although it probably
will not be easy to hit a fast halftrack at that distance with
the first shot, I still hope that the crossfire will take them
them out.
Meanwhile in the town, the assault has begun.
The two rifle platoons start moving forward, covered by the half-platoon
which manages to suppress several machineguns in the town. The
going is slow, as expected, but it seems that the defenders in
the town are indeed surprised to suddenly face two full platoons
storming at them. With the Germans retreating further back into
town (it's not visible if they do so in good order or not), I
certainly intend to push further without hesitation.

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Infantry assault - two platoons move forward
while another one lays down a base of fire.

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Tracers are flying everywhere as the GIs
push forward. In the background, the first 105mm artillery shells
are intensifying the crescendo...
The 105mm artillery arrived as planned, just
after the assault began, and is ripping right into the center of
the town. I can see several German infantry teams pinned down in
the streets as they try to move south to strenghten the defensive
line.

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The Germans are moving back but are
surprised by heavy 105mm artillery fire. In the background, on
the hill, the assaulting rifle platoons are visible.
If the Germans are pulling back deliberately or
in panic, doesn't matter much at this time. But fact is that this
maneuver opens up a big gap to the east of the town. Besides the
block building in the south-east corner, I can not spot any more
defenders in the first line of buildings!
Overall, the tension is rising. The Germans are
coming closer and closer - and the one halftrack demonstrated
effectfully the weakness of my defenses in the east. The next
turn will show how effective my Shermans can stop the German
assault. This will be crucial for the assault on the town as well
- if the Germans break through now and reinforce the defenders,
then... L

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An overview shot of the eastern area. The
infantry behind the hill is pinned by my two MGs, but more
halftracks are moving in - how long can my machinegunners keep
them at check? Notice the guy in black unifrom by the halftrack -
it must be the crew - and also that some Germans dismounted in
the farmbuilding further north, while the Panzers and the rest of
the column is advancing.
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