April 11, 2013

AAR 7/8 - Fallschirmjager vs. SS Pz Grenadiers

NATCON - Game 7 
Dust Up vs. SS PzGrenadiers (Tim Driver)

Enemy Company 
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
 This was the most enjoyable game of the weekend. It see-sawed back and forth the whole time and just seemed to fly by. It wasn’t until the TO came by and gave us the 5 minute warning that we realised how long we had been playing. Overall this was a very competitive game against a very nice opponent and the highlight of the tournament for me.

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

 2nd Quarter 
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
Tim responded by getting some reserves of his own namely the 2 Stu42’s which managed to hit but not knockout the remaining Tiger forcing it to withdraw further. The Pumas meanwhile back tracked and raced toward the StuGs. I got a nasty shock when it was revealed they had AT9, so were the StuGs, 2 of which were promptly blown up.

 3rd Quarter 
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 SS Platoon is pinned down by the Sniper and loses a couple of bases to the AA Guns and Nebelwerfers. The StuGs also open up knocking out one of the Pumas and hitting, but not killing more of the SS. My assault goes in and this is where the HMG teams in the railway station whose presence I had overlooked really hurts. Defensive fire forces me back and the initial assault fails. More of Tim’s reinforcements come in – the mobile AA and his PzIV’s – the AA moves over the bocage toward the objectives guarded by the FJ while the PzIV’s move toward the railway station away from the Tiger.
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

End Turns
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
However, this one team is the only one in the area as the 2nd SS Platoon has been whittled down by the Nebelwerfers (who have lost another piece to the Hummels) and the Sniper (just awesome). The Tiger meanwhile has managed to take out another PzIV but the remaining tank manages to pass his morale check.
Nearly the end of the battle and the FJ assaults have failed
More Tiger fire fails to kill any of the SS reserve troops while SS infantry assaults the 2nd FJ Platoon commander killing him while Hummel fire knocks out AA Platoon. The game ends at this point as we have run out of time.
Enemy armour holds back afraid of the remaining Tiger

SS Infantry advance across the river and drive back the FJ reinforcements
End Result a very fair 3-3 draw

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.

1 comment:

Scott said...

A very entertaining game!
You were unlucky not to get that objective at the end I think. Better luck next time...

Must admit these are my favourite kinds of games too where the actions seesaws back and forth and either player could win it!