Monday, 18 February 2019

A poor excuse for an AAR

So I got my first game of 2019 in at the weekend. This was the next installment of the 29 Let's Go Campaign and we had finally moved on to the second table: A delaying action at Arthenay.

From German table edge.

From American table edge.


Well the action started and I go so absorbed I didn't take photos or notes. Oh Dear. So what follows is a rough approximation of what occurred, true in spirit if not exactly accurate.

The Americans, commanded by Mike,  started with a dismally low morale roll starting on an 8 whilst the Germans managed an rather outstanding 10. The patrol phase played out with the Americans securing jump off points back at the hedges one on the right flank (for the US) and the other two on the left. Not surprising as that is where more cover is. The Germans had to place one in the "grey box" to the rear so on went into the house just north of the road (US Right Flank) behind the small orchard. One went into the large house across the road and the final went on the US right flank back behind the hedges near the edge of the table. I suspected that Mike would be bringing in a FOO and I didn't want to have all JOPs cluster in an 18in square ready for him to lock down with a barrage and then stroll in.

Given the FOO threat I decided to take the IG 18 option, I swithered between this and a sniper as a FOO counter, last game I had taken a FOO and it starts to feel gamey always going for that option. I figured the 6 HE dice the infantry gun would throw out would be a decent counter for the FOO, especially if I could get him isolated. In addition I took an MMG to bulk up the firepower along with an adjutant to help with the lack of command.

Apart from the suspected FOO I also knew that Mike had to take a Sherman, given the last outing I suspected it would just be the one so was content relying on the hard hitting panzershrek in the platoon on dealing with it. This was not to be the case.

The Americans started with the Sherman coming on via the road with the commander setting them on overwatch and a squad deploying on the right flank out into the ploughed field, adopting a tactical stance. The germans didn't respond.

The Americans then brought on the FOO and a 60mm mortar, the FOO in the corner of the hedges south of the road and the mortar set up in the orchard and went on overwatch. The FOO called up the battery to start the predictable process.

At this point I thought it was best to act before the barrage could get going - or at least start to act to try give myself the best chance of killing the FOO, He was deployed alone and no squad or team nearby to help him out. I deployed the IG 18 and fired at the pesky FOO. A delightful 4 die hit, and Mike obligingly converted three into kills. Checking on the FOO hits table and rolling again resulted in three kill hits (1s and 2s). By any measure that FOO was gone. I was gleefully rubbing my hands together at this point thinking I'd get his FM tumbling already and I could be in with a shot of winning this, especially with his low starting morale and Mike's predisposition to rolling exactly what he didn't need.

Sadly his men shrugged it off with no effect, apparently no one liked Hank anyway.

The hate came back from the Sherman and the 60mm mortar - accumulating shock on the IG and a kill.

The Americans then brought on another squad in front of the 60mm mortar and lining the hedge, and tried to move the squad in the ploughed field although they didn't get far. Mike was rolling a lot of 5s in his command dice which was limiting his ability to activate units but was thundering up the command dice, turn three and already sitting on 5 points.

Now I had deployed a unit, possibly too early, I felt I needed more on the board to split his attention and stop the IG getting killed/routed too soon. I brought on a squad in the central building and threw out some fire at the Americans. I also removed two shock on the IG.

The Sherman fired into the building causing shock and used the MG to put covering fire onto the house. The squad near the mortar jumped the hedge then threw some smoke to cover their move.

I brought on a panzershrek and attempted to nuke the sherman however despite hitting and getting four strike dice I only manage a single net hit due to some good rolls by Mike. The sherman took one point of shock and the driver couldn't be activated in the next phase. I then tried again with the IG, again I managed to hit it but with only four strike dice the Sherman shrugged off the single hit I managed to roll.

Then things became sticky. The panzershrek got focused on by a US sniper who killed one, then the sherman had a crack and killed the other. I converted that into a one point drop in morale. The IG was also getting a lot of attention, the JL taking a wound and dropping to one command initiative.

I pulled on my SL and the remnants of squad (from campaign casualties so far) which was just the LMG team to help out the IG 18. I was chipping away at the squads but the covering fire, tactical stance and poor rolls meant very little was happening. The IG and LMG team were occupying much of the US fire and largely getting shock and removing it, with I think one or two kills.

The US managed to push the squad in the south on their left flank up to the second line of hedges and prepared to push across. I deployed the MMG just outside the house behind a stone wall and proceed to hammer the squad. The leader took a hit and dropped to one command initiative and the FM dropped one point to 7.

The squad made it across the hedge with a decent move to spare and threw some smoke to impair the vision of the German squad and MMG in the house. This got them to a position to be able to use a CoC dice to move a JOP forward to just behind the last hedge they crossed.

This was starting to look ominous for the Germans. With a squad and a Sl still off table the Americans had a good punch still to throw. With the panzershrek gone I would be waiting for the Sherman to move closer before a panzerfaust would be within a range worth trying a shot.

The Americans pushed the squad forward on the left flank and pulled in SL and final squad just behind from the advanced JOP. The new squad threw smoke and the put down some covering fire. The move brought them just past the 90 arc for the MMG which forced me to move them into the house to get cover and reorient the LMG.

Lots more fives for Mike and any spare dice went to beating up the IG 18, which was eventually forced to break. I brought on my second full squad and final unit into the upstairs of the central house and spent a phase hammering into the overstretched squad with every possible unit. I managed to pin them but that was it. with most of the squad alive I would need another 9 points of shock or similar to get them to break.

The US used the fresh squad to start to flank round the house down the road, towards an unprotected JOP in the "grey box" zone. They also hammered the Lone LMG team on the US right flank  which was beaten down to one man with the JL and SL.

At this point I decided to withdraw. That group of two leaders and a LMG was too fragile and too much of a target to survive much longer. My strong point in the central house would have been able to do some serious damage to the US squads eventually although not without some losses themselves. I was 2 points higher in FM thanks to some injuries on his JLs and had 5 casualties from the platoon. With three more maps to play I think I've already taken too many losses to be hanging around much longer.

So another two men lost permanently and one missing the next game, ends up with 7 men missing the next game, so I'll probably need to consider some reinforcements.

Well played to Mike who is getting to grips with Chain of Command and trying to get his Yanks moving forward despite pitifully low movement rolls! We noted that if we played more frequently the game would flow a lot better with less requirement to refer to the rules.







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