This is 26 June 1944 St. Manvieu-Norrey (west of Caen), France. Kurt Meyer’s “Hitlerjugend” met up with the 6th Royal Scotts Fusiliers advancing behind a Creeping Barrage in the rain. The Scots need to take the multi hex buildings and kill the Panthers. The Germans need to have MMCs surviving within a big magic circle at the end of Turn 6.5 and blow the Scots’ CVP cap of 39. .
As the Scots, we get two Creeping Barrages, which I did NOT manage well. While I credit the left barrage for killing a Panther in the first turn, it crept way too slow, to the extent that it blocked our troops and hence protected the Germans! The right one worked out okay. You can plan for Creeping Barrages to go “forward” 2 hexes only in your player turn or on both your player turn and your opponent’s turn (Defensive Fire Phase). An attacker should really count out where he needs to go and how quickly the Creeping Barrage would allow him to get there. A slow barrage gives defenders a good pounding (or encourage them to leave). A fast barrage might run away from you and hop through the defending lines. I needed the left barrage to take out the little enclave on the German left, so I made it go slow. What I should have done is to plan for a lifting of the barrage post enclave so that my troops could hit the village.
The Churchills are great smoke machines. Unfortunately that thing is slow and I need to be careful about not getting it in places where it could get caught by a fast moving Panther! It can’t do anything to a Panther frontally (apart from DI shots) yet the Panther can flick a toothpick at a Churchill and it will go “Boom!”. I lost one of the Churchills that way. Good thing another Churchill fired off its Smoke Mortar quickly and went into motion! That barrage on the left was totally in my way on Turn 5, my folks had to walk around it.
The unexpected happened! Instead of walking away from the Panther, my infantry rushed it and the Panther malf’d it’s MA! So one of Churchills spun back around and slid right next to the Panther in bypass. It had to do an ESB for the extra 1 MP to stop the Churchill for the shot but since it’s a chance to bag the second Panther, we took it anyway. The Churchill rolled and immobilized. We then moved other assets in place around the Panther. The Panther wasn’t able to repair it’s Gun but what followed was shots after shots from 2 Churchills, a Piat and a couple of CC attempts. The Panther just won’t go down (DI or otherwise)! Plus on top of it, my Piat malf’d and my Churchill’s MA malf’d! Everything else went rapidly downhill towards the end of Turn 5. We were absolutely blocked by our own Creeping Barrage on the left and everyone’s either malf’d or broken or straight up vaporized on the right. The Germans must have rolled about 6 snakes. It’s tragic!
(A specific account on our attempt on the second Panther)
In the last German turn the Panzer fixed its gun!! It took out the immobilized Churchill sitting next to it and a shreck took out the other Churchill that was angling for a side shot. The Germans just hit the Scots’ CVP cap!
I obviously mismanaged my Creeping Barrage but I will definitely do it better next time. Apart from that this is quite the scenario! There were tons of action and while I am really “hampered” by the slow Churchills, it’s a ton of fun!
Next in Action Pack 14? AP138 Red Horse Recon!
It’s September 22nd 1944, Warsaw. The 1st Polish Army, fighting under Russian command and the Polish Home Army (the famous “Kampinos Battle Group“) defended the Czerniakow Bridgehead withdrawal against Kaminiski’s White Russians, fighting under German colors across the Vistula.
The “Germans” need to take more CVPs than the “Russians” and have enough on Board 8 to exert 20 unmodified FP at the end of 10 turns.
- This is a good German management team, 7 leaders totaling -5 Leader mods.
- The Poles have numerical superiority : 27 squads vs German’s 15 (balanced off by half the team having bad ELR). We have a force that will happily swap bodies in CC.
- The 1st Polish Army need to recover quickly post “bombardment” and re-situate to interdict where the Germans decide to cross in force.
- The Poles don’t have the firepower to engage the Germans inside buildings and have to seek shooting opportunities in Open Ground.
The Poles had been able to delay the Germans at the crossing enough to for the Kampinos battlegroup to resituate. Once the Germans bring their machine guns into the buildings acrossing the river it will be much tougher for the Poles with their lower firepower and shorter range. I would have to figure out how to take maximum advantage of our stealthiness, MOLs and sewer movement (ie, fight up close).
The Germans made an approach to the bridge on the left as well. As a result I need to retain forces to the left of the board. I have a squad, an LMG plus a -1 leader HIP’d at the G/F of the building where you see Defensive Fire going to the DM’d German stack (red dotted line). Unfortunately they will never get to leash hell on the bulk of the German forces since we decided to end the game here.
November 9 1942, Germans at the Barricady noticed a nice red house. They pulled up some fresh pioneers and told them to go mess with it.
What follows is one of most beautifully crafted, and an oft played ASL scenario (150:147 G:R).
(Typo Russian Turn 3)
This is September 4 1939, Poland. The Poles rushed the Maczek brigade to plug gaps in the defense. The Germans win this scenario by taking 12 buildings in 5.5 turns.
Here are some of the AFVs involved by the way (from the wonderful site – Tanks Encyclopedia) :
The Ejw(b) is armed with a 47* (TK8) and a FP6 CMG. AF2/1.
The Edw(b) has twin turrets (6×2*), each with a wz.30 7.92 MG which can be fired independently of each other. AF 2/1.
The TKS is armed with a FP2 BMG and the TKS(L) with a 20L (TK6). AF 1/0.
The Pz IIA was the main battle tank in Poland, spotting a 20L (TK 6 IFE 4) and a FP5 CMG. AF 1/1.
The Pz IB has a FP6 CMG that does 2 TK DRs per hit. AF 1/1.
The PSW 222 is an OT armored car with 33MP. It has a 20L (TK 6 IFE 4) and a FP6 CMG. AF 1/1.
This is one of the more popular Friendly Fire scenarios. It’s Poland, September 1939 and the Poles launched an offensive against a German flank. The Poles win if 6 or more German squads equivalents are eliminated or captured. Each wooden building containing => 1 Polish squad equivalent equates to a German squad eliminated.
Oi .. we are playing in the rain this time. Heavy rain that adds +1 LV every 6 hex. That’s also why all our VASL screens looks .. well, rainy.
The 9 squads of Queen’s Victoria Rifles are rushing in to grab 6 buildings out of 8 from 5 squads of Germans. There are of course 5 AFVs helping the Brits out against the 3 German ones, well, 3 German AFVs AND an AT gun.