Dust Up vs. SS PzGrenadiers (Tim Driver)
2 x SS PzGrenadier Platoons
SS Heavy weapons Platoon
Panzer Platoon w. 3 PzIV’s
Assault Gun Platoon w. 2 Stu42’s
SP Artillery Platoon w. 3 x Hummel
SP AA Platoon w. 2 x Quad AA Trucks
SS Recon Platoon w. 3 x Pumas
My Tiger Skills – Motivate on a 2+
|Deployment FJ in the village, Nebs to the right and Tigers behind the hill top|
|Great view of the enemy positions|
|The enemy SP Artillery that I worried too much about|
I was the nominal attacker and decided that I would attack as I had a slight advantage in armour and favourable terrain. I also had a slight advantage in that I had played my first game on the same table and knew the LOS from various spots. Opting to start in the corner opposite to where I defended in Game 1 gave my infantry a lot of buildings to hide in and the Tigers a hill to hull down behind. I placed my objective as far toward to the board edge and my reserves deployment area as possible aiming to have the StuGs and 2nd FJ Platoon come on and rush it. Tim had 2 Platoons of PzGrenadiers, his Hummels and his Pumas on the board.
Opening Turns – The Phoney War
Tigers pop up and down the central hill and try to snipe at the Hummels that were freaking me out big time (and narrowing my tactical choices unnecessarily). All they managed to do though was get tapped by the Hummel’s when a failed Storm Troop roll got them stuck in Tim’s LOS. One Tiger promptly blew up and I retreated the 2nd one moving it back to defend my objectives. Meanwhile the Sniper proved his worth by pinning down Tim’s infantry and came within a whisker of killing a Puma by shooting at its side armour (0 vs. AT2 and FP4+ for the Sniper), but only bailing it instead. Rocket fire proved effective in ranging in and hitting by not killing the dug in SS who kept making their saves. But really the only thing that happened in these turns was the Tiger getting knocked out.
|FJ Sniper comes within a whisker of killing a Puma only bailing it instead|
The Puma Platoon charges into the village, as the Tiger has pulled back, and starts to shoot up the dug in FJ although without effect and the Hummels knock out one of the Nebelwerfers.
Meanwhile the game changes when in Turns 3 & 4 all of my reserves come on the board. The StuGs move through the forest aiming for the ford and the nearby railway station (which it turns out had HMG teams in it, that I had completely forgotten about). One StuG got bogged down but the rest got across ready to tap the dug in SS. FJ AA guns also moved within 16” and began firing on the SS only one of whose teams was contesting the objective. The 2nd FJ Platoon also began moving through the forest.
|PzIV's angle away from the Tiger which can see a long way up that road|
|FJ Reinforcements come on and I attack the enemies objective|
With only one of Tim’s SS teams contesting the objective I decide I have the strength required to assault his position and force him back for the win.
|The vital fight for the Railway station|
The Pumas meanwhile have pulled back away from the StuGs but after failing a Storm Troop move end up in range of the Tiger – which is now positioned in the village. It promptly knocks one of them out and the remaining Puma fails its morale check and is destroyed. PzIV’s and StuGs trade fire with 1 of each getting knocked out.
Turn 4 is the key though with the 2nd FJ Platoon launching another assault on the dug in SS. The Sniper proves his worth once again by pinning the SS – he also proved a good foil for the Pumas who kept moving to avoid him – and the Nebelwerfers take out another team. This time the assault isn’t stopped by defensive fire and the FJ charge into the railway station. But some very poor dice rolls over 2 rounds of assaults only kill 3 SS teams while the FJ are nearly wiped out, only their Platoon Commander left alive. The FJ fall back, pass their morale and their sole survivor check but the SS morale breaks and they flee the battlefield
Tim now only has 1 team guarding the objective. It gets pinned by the AA Guns and the sole remaining StuG also fires on it and then moves to assault. Despite 19 shots going into this one team he resolutely stands his ground and then repulses the assaulting StuG knocking it out and destroying the Platoon. The objective remains in the hands of the SS.
|Give that man a medal - enemy command team defends his objective successfully|
|Nearly the end of the battle and the FJ assaults have failed|
|Enemy armour holds back afraid of the remaining Tiger|
|SS Infantry advance across the river and drive back the FJ reinforcements|
As I said the most enjoyable game of the weekend. We could have both sat back and defended but I made an early decision to attack and go for the win and choose table quarters based on that decision. The Pumas were the key to preventing me from assaulting the railway station successfully, their AT9 just cut through the StuGs. While the SS in the station weren't contesting the objective I had to assault them and drive them back as the objective couldn't be taken and held successfully if they're were still in there. The Hummels had LOS to the objective forcing the StuGs toward the station, and perhaps in hindsight if the Tigers had been deployed behind the village instead of on the hill their fire could have supported that attack - and taken out the Pumas earlier. A damn good game.
Losses for Tim were 2 platoons his Pumas and 1 lot of SS PzGrenadier's, while I lost 3 Platoons – StuGs, FJ AA Guns and a single FJ Platoon - essentially all of the troops that attacked the Railway station.