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Section Leaders:
  
Madmatt  & Fionn Kelly 

Your one stop shop for Combat Mission Scenarios and Operations

 

...Road to Marseille (ASL PP01 Conversion) by:
 
Berlichtingen

    Download Scenario HERE  

 

 

German Analysis
by Fionn Kelly

 

This scenario provides a good chance to learn how to conduct an anti-vehicular defence. The terrain is largely favourable to an anti-vehicular defence but the weapons systems available leave a lot to be desired.

 

You are facing a motorised Allied reconnaissance group but have no vehicles, anti-tank guns or panzerschrecks of your own. What you DO have is a positional advantage and the anti-tank rockets which can kill any vehicle which approaches within 50 metres of your positions. Unfortunately you don’t have very many of these rockets either.

 

Your force comprises:

4 platoons of infantry ( in which each squad has a Panzerfaust-60 )

4 x HMG42s,

2 x LMG 42s

3 x 81mm mortar teams.

 

The attack starts with the German units in poor positions so your first order of business is to shape your defense into something resembling a cohesive line. I would advise a backward-curving line centred on the houses and trees at the front of your position. This setup minimizes the amount of long-range sniping the enemy can carry out utilizing vehicles.

 

I would place the HMG42s in the large double-storied building to the rear of the infantry platoons from where they can bring concentrated HMG fire to bear on any infantry assault which threatens the forward platoons ( and can easily bring fire to bear on one’s left flank also). I would place the 81mm mortars in the scattered trees and wheatfields since these positions offer good lines of fire both forward, into the forest clearing and to the left. Secure the left flank of the mortars utilising LMG42s and you will have created a strong position in which your infantry screen your heavy weapons and yet, still, encourage the enemy to get close ( which is what you want).

 

 

HIDE EVERYONE ! You ONLY want to provide the enemy with targets after you’ve already inflicted serious casualties.

 

The odds are that the enemy will begin his attack with a dismounted probe through the woods on the left of your position. Be reactive. Simply keep your men in hiding until the enemy are directly on top of them ( 10 or 15 metres is close enough). There will be no disturbed earth from foxholes to give your positions away so you can really let the enemy get in unbelievably close before letting loose. ANY sort of effective ambush should take care of at least an enemy platoon. Once this happens the enemy will pursue one of three courses:

1.      He will try to bull through the forested area by feeding more men and machines into the clearing ( you will welcome this since your men should be more than able to hold their own since the positioning of the two platoons provides a good crossfire across the clearing AND it will give your mortars a chance to kill whatever vehicles the enemy brings into the clearing ( in my first playing of this game mortars accounted for two tanks) ).

 

2.      He will try to outflank you on your left flank. Doing this requires a lot of detouring and charging across open ground. Your 4 HMG 42s can easily attrit any platoon he commits to such a flanking maneuvre while your mortars destroy any armoured support. This maneuvre isn’t a vital threat so there’s no need to redeploy your infantry platoons to protect against it.

 

3.      He will push along the right of the road. Welcome this. If his armour stands off to support his infantry assault by fire your mortars will be able to pick them off one by one. If his armour accompanies his assault in your infantry will hurl his troops back and then faust his vehicles. In my first game I beat the infantry back from such an assault and took out a total of eight enemy vehicles between the first and second row of buildings at the road ( including at least two by close assault after my men ran out of fausts) .

 

 

In short, use your HMG42s to keep his infantry back, your mortars to keep his tanks from fulfilling a long-range fire support role and do everything possible to cause your enemy to think a charge into your positions may be the only way of overwhelming them. That charge is the time for your slaughter to begin.

 

 

This is quite a simple scenario once you grasp what to do and when to do it. On the other hand I would advise that you play it until you get very good at it since, at some stage in the future, you can rest assured that you will have to fight off an enemy tank assault with just a couple of infantry platoons. At that point in time ( no doubt during a desperate situation) your understanding of this scenario could make the difference between victory and defeat.

 

 

 

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