[/nav.htm]



Section Leaders:

Patrick Brett and Fionn Kelly

TURN: 11 OF 60

SCENARIO NAME:
Going to Town

Fionn Kelly - Germans vs. Americans - Martin Turewicz

Orders phase

"Alright, boys - Johnson, left flank - move up right to that hedge! Miller, get your platoon to that rubble... MOVE!"


Click on Image to Enlarge

The assault has begun! All three platoons are ordered forward, encouraged by the obviously retreating Germans... The MG on the bottom of the picture and another one to the right (currently prone) are supposed to give covering fire.

But that is not all. Feeling that my time is running out and the Germans are approaching closer and closer, I decide to go for full risk, and order all three platoons which are currently around the town to move out!


Click on Image to Enlarge

The north platoon is supposed to dash for the trees north of town. My only worry are the Germans in the church, since the enemy infantry seems to have withdrawn from the other buildings on the edge of town.


Click on Image to Enlarge

In order to support the assault from the south, I also order 2nd platoon in the center to move forward. For several turns I have not seen any Germans at the edge of town besides some cowering in the left block building, so I feel like taking on the risk to cover the open ground. Actually, my bigger worries are the Germans advancing from the back (east), since their tanks and halftracks have an LOS to the town...

Additionally, I move 3rd platoon (on the south-eastern edge of town) forward as well. It should not enter the town, yet, but provide cover for 2nd platoon and get a better field of fire on the block building.

This is it - this is the payoff turn. If the assault goes well, I see a good chance to regroup quickly to face the armored column. If the Germans are stronger than it currently appears... then I'll pray...

Before starting the assault, however, I also call of the 105mm artillery to prevent friendly casualties. But what do I do with it now? I am torn (as usual) between using HE fire for effect or smoke... my other FOs (81mm) have used up all their ammo, but it seems that the advance in the clearing actually could be stopped successfully. Nothing has moved there last turn (except some infantry), so I don't want to waste the precious 105mm there.

Should I target the vehicles? But they're moving out in the open and to time the barrage right will be nearly impossible. Especially since the one halftrack Fionn sent forward has shown how much ground these SPWs actually can cover in a minute at full speed. Targetting the Panzers to hopefully immobilze them? Hmm - little chance. Damage the bridge? It's a stone bridge and I would probably need several direct hits in order to even just scratch it. Nope, not a good choice... Maybe just wait, let the Germans advance a little and look for re-grouping points? Little chance again, since the time delay between calling in the arty and getting it down on the target is roughly two minutes. In two minutes, the target might be anywhere...

So I decide for something completely different - to call some smoke on the eastern edge of the town. I am hoping to achieve mainly two things - block the LOS of the incoming Panzers and thereby deny them the possibility to harrass my assaulting infantry, AND, block the LOS of the German defenders in the town to allow my infantry to move forward faster and avoid kill zones. I hope this is the right decision... sigh...


Click on Image to Enlarge

Calling in smoke from the FO on the south hill. It should arrive within roughly two minutes, by the time I hope to have the assault past the edge of town. And btw - a nice overview shot over the map, ain't it?

Now on to the other hotspots on the map. The halftrack which broke through the initial line of defense is pretty annoying to say the least. But being alone and surrounded, it is not too much of a threat currently. I cannot reach it with my Shermans where it is now, but should it move just a few meters forward or backward, it will be history. It's not really useful to the Germans either, since the MG gunner seems to be gone...


Image at FULL SIZE

Argh... just behind the house!

But since I don't want other halftracks to use this dead angle as a setup zone for the final push into town, I finally decide to move the last working Sherman forward to the edge of town. A few careful LOS checks reveal that it should still be well covered from the Panzers, but that ist LOS should prevent any further "surprises" racing down the road.


Click on Image to Enlarge

The Sherman has been ordered to "hunt", i.e. it will move forward slowly and when it spots a good target it will stop and engage.

A few further orders are necessary to complete the turn. In the north, where German infantry finally seems to be marching down the road, I order the MG which is hiding across the little pond to open fire. Grazing fire down the road... that'll cost them!


Click on Image to Enlarge

As the German column moves by to the right, the machinegunner aims for the infantry coming down the road.

In the south-east, the German push forward. My .50 cal MG team already lost one man (out of 6), but is still firing back. Quite impressive, actually, when you check the next screenshot...


Click on Image to Enlarge

The MG team is trying to pin down the attackers, but is under heavy fire from different sides itself!

However, the situation here is not all hopeless. After one bazooka team made it back to the trees and is now in position to punish the assaulting halftracks, the other one rallied from ist initial shock of incoming fire, and actually is able to fire back as well. It is still shaken, though, and will not hold out too long in the face of the enemy, but maybe just long enough to cost the Germans another halftrack...


Click on Image to Enlarge

At 174 meters the bazooka is operating pretty much at the upper limit of ist maximum effective range... but it should be well enough against a halftrack... if it hits!

Desperately looking for other possibilities to reinforce my southern flank and center, I spot another bazooka team I almost forgot about. It was hiding in the northern woods to cut off any vehicles that might want to bypass the center in the north. Now, with the bulk of the German force moving south, it is not needed there anymore. The guys sling the bazooka on their back and run! Risky... but if they make it, I will have another AT team overlooking the central road.


Click on Image to Enlarge

BTW - this shot was taken without visual enlargement of the units. Unit sizes are realistic. See those little blobs around the houses? Infantry... Hmmm - I think I will use 3x enlargement again... :-)

Finally, I order the last bazooka I have in the south (the one detached from 3rd platoon together with a Platoon HQ) to setup an ambush by the house. I am hoping that the bazooka will not be spotted by any Germans rumbling down the road and can engage them as soon as the pass the house.


Click on Image to Enlarge

This is the last line of defense along the southern road...

Boy... I am nervous! Next turn will be a big step forward in bringing the decision to this game. The stage is set...

Action phase

OHMYGOD! They have more tanks!!!


Click on Image to Enlarge

Just before the end of the turn, the metallic sound of two heavy armored vehicles becomes louder and louder from the gap in the woods to the east. The Krauts have more tanks!

Ahm... calm down. OK, better now...

The assault on the town works out even better than imagined. All four advancing platoons make good progress with little or no incoming enemy fire. The two platoons from the south hill have reached the edge of town safely and not encountered any heavy resistance yet.


Click on Image to Enlarge

The town edge. The Germans seem to be cowering in the block building and offer only little resistance.

The platoon on the north edge of town actually makes it to the woods without a single shot fired at them. It appears that the church has been abandoned by the Germans or at least they are holding their fire.

The most exposed platoon (2nd platoon east of town) also makes good progress and is running up the hill in open ground to the edge of town. The only German infantry seems to be badly pinned by MG fire from across the river.


Click on Image to Enlarge

Running up the hill to take that ugly Nazi flag down and burn it!

Overall I am very happy with this progress. It looks like I will be in position to enter the town in the next turn and squeeze the Germans out of it soon. Should it go as well as it is going now, I should have enough time to reorganize my defenses to face the German counterattack.

The little annoying halftrack from the center of the map is gone. Yippie! It looked like the driver actually panicked from the fire of my MGs, because it turned around and tried to make it back to the east. But the small elevation there worked in my favor and slowed the halftrack down. The M4A3 Sherman needed one shot to pick that one off. VERY encouraging!


Click on Image to Enlarge

The hunter (left) and its prey (right)... :-)

In the north-east, the German infantry marching down the road are up for a bad surprise, as my MG opens up down the road. I can't see yet how effective my fire is, but it sure makes them run for cover. The immobilized Sherman by the farmbuildings and another MG hiding there also spot the German infantry and open fire, pinning the enemy units...


Click on Image to Enlarge

The bazooka team is still lying in ambush, waiting for the halftrack in the back to move closer. Meanwhile, two machineguns and one of my Shermans are suppressing the German column.

But there are worse news from the other hotspots on the map - the center and the south.

In the south, the .50 cal HMG team is finally overwhelmed by enemy fire and surrenders to the nearing Germans. The two bazooka teams, however, remain more or less functional, and are firing at the incoming halftracks - with little visible success so far as most shots seem to miss.


Click on Image to Enlarge

Desperate firefight on the south flank... tracers are everywhere and the bazooka teams are firing several rounds on the halftracks but have no luck. The MG team to the right (behind the tree) is still firing in this shot, but will surrender shortly. The other MG on the left is currently pinned...

A similar picture in the center. Several well placed shots from the enemy tanks have eliminated the bazooka team hiding behind the wall and disrupted some of the other units. Without an AT asset there, thie remaining infantry is easy prey for the German armored columns... damn!


Click on Image to Enlarge

Note the overlapping craters on the eastern edge of this little patch of trees... this is where the bazooka team WAS... Two halftracks are racing down the road, but I have no AT team here. The next bazooka team is hiding a couple of hundred meters down the road and the other one has just started running from the northern woods to the road.

How long can I hold in the east?





Combat Mission is a Registered Trademark of Battlefront.com


© 1999 The Gamers Net
This page Copyright © 1999 by The Gamers Net. All Rights Reserved.
Use of this site indicates that you accept the
Terms of Use
Site Designed By:
Illusion Productions
Site Hosted By:
Incredibyte Internet Services
Webmaster:
webmaster@thegamers.net