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Section Leaders:

Patrick Brett and Fionn Kelly

TURN: 9 OF 60

SCENARIO NAME:
Going to Town

Fionn Kelly - Germans vs. Americans - Martin Turewicz

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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