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AAR - King of the Hill CGI

Heat of Battle


British side : me
German side : Christophe Lacoste

German purchase : 1 SS Rifle coy (depleted), 1 Heavy AA Section (88), 1 medium Mortar Section(81). No OBA, which is IMO an error for the first scenario.

British purchases : 1 Rifle Coy, 1 Engineer coy (depleted), 1 MG section, 1 MG Section (Div), 1 Recon Trp, 2 Medium Tank Trp, 1 Destroyer Trp, 1 Battalion Mortar OBA, 1 Typhoon II , 1 Air support Arrival.

German Setup :

British entry :

1st Turn :
All the British forces entered the map, with the Eastern force progressing beyond the Level 2 Crest (using the Blind hexes) and enterring the Barbed wire perimeter. The Carrier force went along the North-South Edge in the middle and the rest took position North of Level 3 hexes from Hill 111, just behind the crest line. 2 Sherman climbed, one West and one East of Hill 111 along with some HS scouts to discover a lot of entrenchment and concealed guns. 1 Churchill and 1 Sherman went far forward between Hill 111 and the middle hedge. The DFPh saw the 88 blowing one Sherman on Hill 111 and a 75 AT blowing the 3 remaining exposed Tanks . A Tank section died quickly ! A MG platoon then advanced on Level 3 hexes of Hill 111.
On German Turn The SS did nothing but beginning to dig in the CoT and breaking the MG platoon on Hill 111, they refused to take shoot at the carriers. A Lucky roll saw the first 2 Typhoons enterring the map and one of them blowing an AT 75 with rockets. On British DFPh the heavy OBA ripped from preregistered hex to the northern border of CoT and exploded a poor Pz IV who did nothing wrong but be in the wrong place at the wrong time ! More importantly, it kindled some flames in the wood. The second OBA missed Radio contact.

2nd Turn :
The eastern British force climbed the level 2 hexes and took position north, behind the wood and a small force (1 Cromwell and an infantry platoon continued their progress behind the crest to the road). The central force began to advance on Level 3 hexes of Hill 111 with the second attempt to establish a MG section being broken, some scouts were shot. The tanks stayed out of the 88 LOS, except one achille which thought it was safe but was blown in the German turn by the still unrevealed second 88. The heavy OBA began his mortal dance on Level 3 hexes of Hill 112, killing and breaking some German squads along with the first 88 crew. The second OBA achieved radio contact and an SR landed on the first 88. The flame in the CoT wood turned to blaze.
On the German turn nothing appeared but the second 88 and the shot of one carrier by a 75L AT. The second Typhoon broke the second 88 crew and a mortar crew with rockets and the first one did some unsuccessful strafing. The Heavy OBA went down the hill on the German entrenchment but did almost nothing. The blaze in the wood begun to spread!

3rd Turn :
Battalion Mortar OBA Smoked the first 88 and the Heavy OBA broke the 75L crew, along with 2 more squads. The eastern British force decided it was time to take position, so the remnant of the company advanced in the wood and the tanks took position along the hedge west of the wood. 1 squad was sent to take control of the Eastern side of the map. The central force took position on the southern crest of Hill 111 (with again some broken MG crew...) and the TD went up the hill to take position. The Churchills began their progression on Level 2 hexes toward the entrenchment North of Hill 112. 1 HS was sent to take control of the western Edge of the map. -
On the German Turn, the forces in the CoT stopped their entrenchment digging to try to clear the newest flames in the wood, but they turned to a blaze and broke them. The second 88 crew rallied and destroyed 1 Tank of the eastern British force. The Mortar crew rallied too and broke some squad in the eastern wood. On the central front, nothing happened and the heavy OBA went on the Level 3 wood (North of Hill 112) and broke some squad and started some flames.

4th Turn :
This turn saw the beginning of the British rush for Hill 112 Level 3 hexes: The Battalion Mortar OBA smoked the entrenchment on the foot of Hill 112 and the heavy OBA killed 2 crews and Broke a squad on the East of Hill 112. Half of the eastern British force began to progress along the edge with no losses, and the central forced rushed on the level 2 entrenchment and took their first prisoners. One Engineer squad broke the lone flame thrower on its first shot. On the
German turn, the German began to retreat slowly on Level 3 hexes, a critical strafing blew the second 88 and the forest continued burnning... some tanks went out of the forest, threatened by the fire... The last Typhoon left the map.

5th Turn :
Entry of the second Typhoon RG (another 2 plane), smoke and heavy OBA continued their job. The eastern British force reached the Level 3 hexes and 2 squads advanced on them, a Sherman went to support them and a Cromwell adventurously climbed the Level 2 hexes along the road. The central forces cleared all the level 2 hexes South of Hill 112, capturing the abandonned 75 AT in the process, 2 squads climbed on Level 3 hexes.
German turn, The tank finally decided to enter play, The 3 Tigers entered on JOPT VII and The 3 remnaining Pz IVs went to take position on the open ground of Level 2 (2 east of the CoT wood, 1 west), facing the poor, lone Cromwell. The 2 Typhoons wasted their rockets on the Pz IV (no hit achieved). The 88 OBA blew the remnaining 88 AA and the CoT wood continued to burn.

6th Turn :
The Cromwell miraculously escaped the Pz fire, thanks to smoke and an escape reverse motion move back to the wood. The heavy OBA ripped east again, and the Battalion Mortar OBA continued to smoke... The foolish British decided they didn't have enough and brought 2 squads on level 3 hexes on the east and 2 engineers with a 9-2 on the west... bad move...
- GERMAN COUNTERATTACK !!! Prep fire broke the 2 squads on the east and the 9-2 with the 2 engineers on the west. Then a judicious Pz IV moved on both side, cut the British root for 2 engineer squads, 2 squads and THE 9-2 resulting in elimination... Two Tigers went on the East to face the Cromwell, and the last one did a less inspired move on the west by offering a LOS to a British TD, Vlam, a burned Tiger!. The Typhoon strafing against the Tanks was totally ineffective (no Hit). And the woods continued to burn...

7th Turn :
BRITISH RETREAT !!! Prep was done only by Heavy OBA which killed one squad. and the rest was an attempt to save what could be by descending from Level 3 hexes, being broken in the process and loosing a squad more. An attempt to CC a Pz IV was broken by German fire. The 2 Cromwell on the east were finally caught by Tiger fire, despite smoke and desperate evading drives.
German turn: the dices tell us to continue the carnage for another Half-Turn, but the two exhausted players decided to ignore their advice...

End of the game:

AND last the map was completely remodeled by The Heavy Stonk, which did the most German casualties, sow Shellholes everywhere on Hill 112 Level 3 hexes (and some Level 2 around), leveled half of German entrenchment and initiate the burning of the CoT Wood that almost totally disappeared, except for the northern border... I don't have enough shellholes for the next scenario and must find some replacement counters !!

My plan for next scenario is to use the reserve shit for the 10 extra CPP, secure the eastern border with 17 Pdr AT, buy the maximum of infantry to clear Hill 112 with a main push in the center with 2/3 of the infantry and another Medium Tank Trp and a Western flanking maneuver with armored Rifle Platoon along Level 2 crest line (led by the remaining TD), and buy OBA... more OBA...Heavy Stonk and SMOKE with Btn Mortar and Typhoons if I have enough CPP

Laurent CUNIN


AAR 2:

King Of The Hill
British Order Of Battle
July 10, 1944 AM

British:  ELR 3, SAN 2           Weather:  Clear, Moist and No Wind

Initial At Start Forces:

CPP     ID     Contents                   F/D    #     Other

  7     I1     Rifle Company                D    9     9-2, 8-1, 7-0
                                                       2 LMG, 2 PIAT
  2     V1     Carrier Troop                F    3     51 MTR, PIAT
  4     V5     Infantry Tank Troop I        F    3     3 Churchill IVs
  6     O6     150mm Heavy Stonk OBA        P          11 Black/ 2 Red
  1     08       with Pre-registered hex H7            Expect 7.3 OBA
  1     08       with Pre-registered hex V14           missions
  1    O11       with Spotter Plane
  1     T2     Typhoons with Rockets             2
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 23

Initial Scenario Buys:

CPP     ID     Contents                   F/D    #     Other
  7     I1     Rifle Company #1             F   12     8-1, 7-0
                                                       3 LMG, 3 PIAT
  2     I4     MG Section  #1(MMG)          D    3     3 MMG
  1     I5     MTR Section  #1 (51mm)       F    2     2 51 MTR
  1     I5     MTR Section  #2 (51mm)       F    2     2 51 MTR
  2     I4     MG Section (Div.) #1 (HMG)   D    1     1 HMG
  5     V2     Recon Troop #1               F    4     3 Cromwell IVs
                                                       1 Challenger
  5     V3     Medium Tank Troop #1         F    4     3 Sherman Vs
                                                       1 Firefly 
  5     V3     Medium Tank Troop #2         F    4     3 Sherman Vs
                                                       1 Firefly
                                                         w /8-1 AL
  5     V9     Destroyer Troop I #1         F    2     2 Achilles
  4     O1     Bombardment on W10
  4     O4     100mm Light Stonk OBA #1     P          11 Black/ 2 Red
  1     07       with Creeping Barrage at R4           Expect 7.3 OBA
  1     08       with Pre-registered hex HH9           missions
  1    O10       with Offboard Observer at LL0
  1     T1     Typhoons with Bombs #1            2
___
 45

Basic British Initial Scenario Goals:

My goals for the first campaign game scenario include capturing all of Hill 111, destroying all German armor that stays to fight and eliminating 75% of the German SS squads that setup within two hexes of highway D8 or on Hill 111. I also want to control a good jump off area for the afternoon scenario and the attack on Hill 112. My last goal involves not losing any armor during the refit phase from being isolated or in no-man's-land.

I expect to lose around 10 squads and 8 vehicles. The better I can preserve my force, the better off I will be later in the campaign. I must keep spread out without getting so far apart that I cannot support adjacent units. My armor must work with my infantry, not independently from them. I expect the first two turns to determine how the entire morning will procede. If I can start well, then I should be in good shape. If Steve nails me early, then I will probably struggle for the entire scenario.

King Of The Hill
German Order Of Battle
July 10, 1944 AM

German:  ELR 5, SAN 4

Initial At Start Forces (On Hill 111 or <= 2 hexes or south of D8 
Highway):

CPP     ID     Contents                           F/D        # 

 11     I1     SS Rifle Company                     D         9
  8     V2     PzKw IV J Platoon                    F         4
  4     G4     Medium AT Section                    F         2
  9     V4     Tiger Platoon (Turn #3)              F         4
  3     M2     Fortification Points (60 FPP)
___
 35

German Initial Scenario Buys  (setup South of D8 Highway):

CPP     ID     Contents Option #1                 F/D        # 

  9     I1     SS Rifle Company #1 (on-map)         F        12
  4     I4     MG Section #1 (on-map)               F         4
  3     O2     80mm MTR OBA                         P
___
 16

After Action Report:

Turn #1:

Things started pretty poorly for my British entry. My bombardment was not terribly effective. Everything on the hill survived. My creeping barrage landed on target, but I drew a red chit with my 150mm OBA targeted for the hilltop. The creeping barrage provided some much needed cover, but caused no MCs for the Germans.

All rifle companies must enter using non-assault movement. I entered a section of Shermans and Churchills on JoPt #1, another section of Shermans on JoPt #12 and my Achilles tank destroyers on JoPt #14. I lost a Churchill, both Fireflies and 2 Shermans during my player turn. I lost another 3 Shermans during German turn #1. To make matters worse I did not see a gyro Sherman off-map and failed to enter it. Steve is letting me have it next scenario.

The German PaK 40s were HIP in V8 and N6. The N6 AT eliminated a Firefly who should have dumped smoke and forgot (or maybe had already tried for it.) I lost my other Firefly to a PSK shot from 3 hexes away mainly because I was worried that a PzKw IV could see it from LL7. I should have fired my BMG to check the LOS because I did not want to be within PSK range if possible. I lost a couple of units while entering and several more broke or pinned. A firelane from II2 on the 2 hexgrain just stifled my entry. Steve had placed both SdKfz 11s on his eastern flank. I knew that they were 2 of the 6 5/8" concealment counters, but I expected the forward ones to be PzKw IVs with the AT guns up on hill 112. The PzKw IV in LL7 took out 2 Sherman (1 with a gyro) before my Achilles killed it. The V8 AT gun has taken out 3 Shermans so far. Surprisingly, W13 has not killed any tanks yet. The Germans intensive fired their guns in LL7, V8, N6 and G6 and malfunctioned the gun in G6 in exchange for killing my Sherman in W6.

The AT gun in N6 is particularly troublesome since it is on the reverse slope of hill 111 and my creeping barrage rolled boxcars against it. When the 4-5-7 with a LMG with my 9-2 broke, I had no units in position to attack it. When my OBA landed on it and then failed to do anything to it, my last hope to avoid the costly frontal assault went away. I may be forced to try to overrun it.

The other major obstacle was nullified mostly by the OBA when the German 9-2 went berserk and took both the HMG and MMG squads with him. This firegroup had just KIA'ed 3 squads and an 8-1 leader during the PFPh rolling a 2, 3, 3 and a 10 before finishing for a 2KIA, 1KIA, 2KIA and a "-". Since my OBA is exactly where I want it, I will leave it in place next turn. Besides having another chance to kill the PzKw IVs on the hill, it will attack this kill stack during my PFPh and again when they exit to begin their charge. Even if I lose radio contact, they will be hammered. If they are still around at this point I will have a 30FP-2 attack against them. Short of a KIA on V13, the berserk was the best result I could have hoped for.

German OBA is out in front of my left-center flank. It is 80mm MTR with its observer Y14. I need to form multi-hex firegroups, but it may hammer me when I do so.

I have lost 8 of 13 tanks so far. Steve is taking out 1.6 tanks per gun per turn. If I can take out the hull-down PzKw IV in W13 with either OBA or my Achilles, then I should be able to stabilize my center. My right flank is more of a problem because I either must rush the AT gun with my infantry, my tanks or both. Between PSKs, PFs and the AT on top of the potent SS firepower, I expect significant losses. I will use smoke to its fullest capability and try to get squads into CC with the SS to nullify their morale advantage.

In turn #1, I only killed one of the six German 75L guns. The bodings of a bleak start.

Turn #2:

My 150mm OBA did squat against the two Mk IVs and the 9-2 berserk kill stack. My creeping barrage did not do much where I most needed it, as the Germans spread out to minimize its impact. It did KIA one squad. Once again, I could not break the AT gun position in N6. The squads with my 9-2 broke after maneuvering into position. The 75L AT gun in V8 took out a Sherman and then turned and acquired anther Sherman. Even when my creeping barrage corrected on top of it, I rolled boxcars for no effect. At least the barrage did KIA another squad in the area. Overall, the creeping barrage has not done much. I may have done better to place the 150mm OBA onto hill 111 and use my off board observer to zero in on the V13 area or to smoke them. Hot smoke might have been a better option there. The reverse slope defense around hill 111 has been brutal to break up. I also found 3 hexes of 6 FP A-P minefields across the front center of hill 111 with the PSK toting SS squad in P5 adjacent to all of them.

The Mk IV in W13 is hull down. My two Achilles have hit it three times -- all in the hull. It killed my Sherman in W7 and one Achilles this turn. It also changed CA to get my last Achilles acquired in the bottom of turn #2.

The German 80mm OBA landed to stop my left flank push forward. The rest of the Germans have pretty well broken most of my squads on level 4 hexes on this flank. I am stalled trying to take out the hill 111 strongpoint.

The berserk German kill stack in V13 was killed by my OBA as they exited and charged the nearest unit, which took the last remaining HS through the creeping barrage. I did manage to kill off the HS manning the HMG in H7.

After two turns, I have lost 10 AFVs against only one German AFV or AT gun destroyed. I have lost 15 squads, 8 or 9 crews, two 8-1 leaders and a hero. The Germans have lost on Mk IV, and 8 or so squads and both SdKz 11 unarmored halftracks.

Turn #3:

I switched my 150mm OBA to harrassing fire as the Germans moved two MG crews to reinforce his right flank. This was a mistake as the harrassing fire had no effect and could not hope to hurt the Mk IV in its blast area. I lifted the creeping barrage and promptly drew a red chit with my 100mm OBA. Luckily the German drew two consecutive red chits to only get one mission from his OBA.

I malfunctioned my MA on my last Achilles trying to kill the Mk IV in W13. I got another hull hit before breaking the gun. Of course, this AFV died in the DFPh.

Once again I could not break the AT gun crew in N6, though I did pin it. I moved a Churchill forward to help against it and lost the Churchill in the process. (It had no smoke either.) I forced the crew to break to avoid CC, but I could not recover the AT gun in the bottom of the third turn.

I am generally unable to rally my broken units in less than 1.5 turns if they are not DM'ed, which they generally are. Both 9-2s broke as they tried to push toward N6 and the Mk IV which moved to W8. I did break the 75L crew in V8, who then surrendered to one of my crews. After advancing into V8 and recovering the 75L AT gun, my crew broke in the following PFPh (and the captured crew died). My crew was later eliminated for failure to rout. I had moved a PIAT squad into range but missed on my AdvFPh shot. It died during the next turn to another German KIA shot. With no cover, I am being destroyed by the invulnerable Mk IVs. Since I have no tanks left to speak of, I must try to take them out with infantry. Between the 8FP of MGs at PBF, the MA intensive firing and drawing effective long range fire from everyone else in the area, I am being whittled down to nothing.

By the end of the third turn, the Tigers had arrived and both sets of fighter bombers still have failed to show up. I realized that I was only rolling once per turn instead of once per turn per FB RG. I am down to 5 or 6 good order squads and one Churchill by the end of the turn. I have had 16 of 30 squads killed along with 12 AFVs and one carrier. The broken SS squad and crew on the hill were forced to surrender. I do not want to evoke no quarter, so I am forced to split my one squad in N6 into HSs. The HS with the prisoners will exit for fear of having them get loose otherwise.

Everytime I move units onto hill 111, they get KIAed. Even 2FP-2 shots are deadly. Even when I advance them on, Steve gets a good roll and vaporizes them. The only casualties I seem to be causing is about one squad or HS killed by OBA per player turn.

Turn #4:

I finally got my first Fighter-Bomber RG with rockets. I failed to rally even half of the broken units that were not DM'ed including both 9-2s. I did recover the AT gun in N6 this time though.

My OBA was generally ineffective this turn. The 150mm OBA casualty reduced a broken SS squad and broke a crew in the crown of thorns area, but did not kill them. My 100mm didn't do anything either.

I scored a critical hit with the captured AT gun on the Mk IV with a malfunctioned MA. Oh, how I regret not going after the Tiger adjacent to hex 112! With rate, I did not hit the Tiger when I fired at it next.

My last Churchill forced its way through one of the A-P minefields to overrun the SS squad in P5. A squeaky LOS from W13 to P5 turned the Churchill into a burning wreck. At least my 7-0 and a squad could use the trailbreak through the minefield to get into position for a CC attack. I rushed a crew towards the unpossessed 75L AT in V8, but the Mk IV in W7 broke it with its MA. It later pinned my squad in W6 on an intensive fire shot. So, no chance for a CC there. The CC in P5 ended in a melee.

In the bottom of the turn #4, three Tigers moved forward onto hill 111, effectively retaking it. My HS with the 75L AT missed the Tiger it shot at. When intensive firing later it malfunctioned the gun entirely. The HS broke from a PBF MG attack from its intensive fire target. Two PIAT shots at Tigers from the sides resulted in two malfunctioned PIATs, which was indicative of how I rolled overall. Both remaining Mk IVs and an SS HS encircled my bevy of broken squads in the V6 area, resulting in their elimination / surrender. The last Tiger used vehicle freeze against my squad with LMG in NN5 with his SS squad and 8-1 moving adjacent to blast them freely. My broken units around II1 routed off-map taking 50%+ casualties. The Typhoons with rockets did no damage even when scoring hits against the Tigers and Mk IVs. Well that's not quite true, I did eliminate a friendly broken squad in the same hex with one of the Tigers.

At the end of turn #4, I had only 2.5 good order squads on the entire map. Two more squads and a crew were in melee. The Germans had about 8 good order squads, several good order crews with MGs, most of his leaders, 4 Tigers and 2 Mk IVs. It has been a long time (not long enough though) since I have been whipped this badly. Of course, my fly-boys with bombs, who never showed up, were in good order. It's nice to have something survive. At this point I was in a hopeless position and surrendered the entire campaign game to the Germans.

Conclusions:

  1. The German up front defense was excellent. W13 (hull down Mk IV) and N6 (reverse slope AT gun) were excellent placements. Keeping the hill 111 (level 5) defense out of LOS from level 4 forced me into their killing fields. II2 foxhole/MMG firelane boxed me in on turn #1. H7 HMG firelane kept me from advancing onto hill 111 on turn #1, while my force was more or less intact.
  2. Modified crestline rules had major impact, by eliminating / reducing the number of blind hexes where vehicle can hide.
  3. The initial SSR that forced all rifle companies to enter on turn #1 using non-assault movement was a killer.
  4. Six German 75L guns versus 13 British AFVs is an mismatch favoring the German defender if the British enters them on a broad front. Entering them on a narrow front (along with the infantry would be just too congested. Expect to lose a vehicle per German fire phase per gun. ROF just increases the chances of a gun taking out two vehicles in a fire phase. Intensive fire is quite effective considering the short ranges (<18 hexes for a TH # of 9) and the lack of TEM / hinderances.
  5. Don't count on smoke from the British vehicles except as burning wrecks. Otherwise, wrecks don't place smoke.
  6. Smoke is essential, but I made very few smoke DRs. Once smoke from my mortars was gone (turn #2 PFPh), then my infantry had almost no cover to protect them.
  7. The abundance of German MGs, particularly with the MG RG added in, significantly adds to the German player's long range firepower. The ROF means even more British squads will suffer xFP -2 shots.
  8. The abundance of German MGs makes advancing a firelane nightmare. Firelanes just channeled my attack too much.
  9. Residual firepower also greatly chokes off the British movement options.
  10. The creeping barrage should not be counted upon to break up the defense. It may force the defense to spread out to minimize its damage.
  11. Poor choice for how and where to use my OBA. I should have hit hill 111 with my 150mm OBA from the spotter aircraft and used a creeping barrage more around the HH4 area for its hinderance effects as much as anything else. This error was probably as critical as any I made.
  12. The large target size for Shermans and Churchills makes them easy pickings for the German, effectively canceling the +1 if the German is buttoned up. It gets worse if the German is CE.
  13. The lack of organic long range weapons for the British rifle companies leaves too many German defenders out of harm's way.
  14. With the wide open terrain of the map, smoke OBA (even hot smoke) will only have a limited effect on blocking LOS. If the creeping barrage could place smoke or hot smoke, then smoke missions may be more effective.
  15. Use the carriers to overrun / vehicle freeze major sources of German firelanes. Buying another carrier and Daimler AC / SC platoon instead of a bombardment would have been very helpful.
  16. Absence of rally terrain and "safe" rally locations a major British problem. Being forced to rout offmap is a double blow. The unit is lost for the CG scenario at a minimum, and quite likely eliminated (42% chance for 7 morale).

Chuck Payne


AAR 3:

Let's see, let's take a bunch of troops and march them up that hill over there, you know, the one without ANY cover and all the dug in SS troops and Tigers.

Now that you have the gist of the British assault on Hill 112 in July of '44, let's take a look at the ASL treatment of that battle in HoB's CG "King Of The Hill." I am writing this in a more casual manner with more of a focus on rough impressions than on specific hexes in the interest of brevity. Add to that reasoning the fact that I'm too lazy and don't want to slow down the game to write specifics on a side record!!

British: Guy Falsetti
German: Darrell Andersen

Turn 1:

The British seem to have purchased a mixed force of troops and armor (Churchills). The only apparent OBA purchase is a module of 100+ OBA. This is initially brought down as harassing fire on a dug in SS infantry company on Hill 111. This results in a series of 6(+4) attacks that have little to no effect. This could have been better used as a concentration or (even better) as a SMOKE barrage.

The Germans augment their initial OB with another Rifle Co., an 80+ OBA module and an MG sect. One rifle co. sets up in a Trench/Wire line on Hill 111. This position is supported by 2 MKIV's, a 75 ATG and 2 HMG's from the MG section. These 2 MG's are used to place intersecting 4FP firelanes in front of Hill 111.The second rifle co. is placed in a loose defense in and around the "Northern Paddock." This co. is supported by 2 MKIV's a 75 ATG and the MMG's from the MG section. The German Mtr. observer is placed to support this position as well.

The Tommies have entered directly north of Hill 111 with a rifle company well supported by armor. With Smoke, this seems to be the thing to do for the British. This approach provides for a minimum of OG to cover. Without Smoke, the Brits are advancing across OG into the teeth of a well supported, dug in SS Rifle Co. With only 3-6 OG hexes, this is still a chore. Guy was able to place only 1 Smoke Mortar in first turn. Combined with a lack of OBA Smoke and no deployment, the Brits head into turn 2 with 80% of their infantry either dead or low crawling toward the board edge. The British AFV's have not fared much better with approx. 50% losses in the first turn. The Churchills may have an easier go of things in turns 2 and 3. The SS lost the crew of a 75 ATG to a 12 on an MC and a MKIV gacked both his MA and CMG. The Brits have yet to enter a rifle co. and at least a carrier group. He may also have more tank support as well waiting off board.

One glaring weakness in my setup is the complete lack of AA assets. This may be enough to keep my Tigers (due on turn 3) off map until I have something more sturdy than MG's to ward off the swarm of Typhoons circling overhead. Depending on my success with 'fausts and 'schrecks, I may not need the Tigers this CGS. I don't want to toss away an asset like those Big Boys!! However, the frontal AF of 14 on the Churchills is proving to be problematic for my 75's.

The Brits have had their noses seriously bloodied at little cost to the Germans (1 sqd. KIA'd.) It's awful early though and I have a hunch that Guy will better coordinate his OBA from now on. So much for turn 1!

Turns 2 and 3:

Being the decent guy that I am, I ask my opponent why he's not using Smoke. Big mistake. Then again, this CG will be over in 3 turns if he doesn't... It's a tight one now!!

Guy did bring on another rifle co. and yes, he did have more AFV's. Not just any AFV's either... CROCODILES!!!! He promptly Smokes all of my trenchline with OBA Smoke and his normal Churchills Smoke the positions the Arty boys missed. Then the giant, lumbering, hissing death rolls up to my trenchline. He is continuing to make a direct push toward Hill 111, with a small force out to shut down one of my MG's laying Firelane's in his path. I am even more convinced that with proper use of combined arms and Smoke, this is the way to go for the Brits. The Crocs break a good portion of my line and THEN he gets a halftrack behind my broken guys. This HT survived a TON of PF and PSK shots. I unveiled a 75ATG from HIP to thump the HT and promptly roll boxcars!! (I've got to remind these guys to bring AMMO to these things...)Ugh. The bastard gets to his spot and eliminates 3 squads for failure to rout. Turn 3, I lose 3 MORE sqds to the same tactic. All of this whilst swapping low odds CC's to whack stacks of enemy infantry amidst the smoke, wire, trenches and Crocs. As the Brits moved on to the hill, my ruthless Nazi with the Phone corrected his 80+ OBA onto the positions of his brethren in the hopes of pounding the many Brits there. I'm down to a squad and a half on 111, so what the hell, the hill is effectively lost. The Brits have paid for their conquest in blood. They've lost 66 CVP in 2 and a 1/2 turns.

My favorite event thus far: A German 6-5-8 in a Trench, under Wire. They are in Melee with 3 4-5-7's outside of the Trench and on the Wire. I adjust my OBA to the edge of the smoke shrouded mess in my DFPh. I catch a great break and the FFE adjusts into 1 hex into the mess. This includes the above described hex. Snakes for the effects!! Oh wait, if the Random Selection Gods aren't smiling, I'm in trouble here... one of his guys absorbs the CH as the rest of the Brits succumb (KIA) to the Arty. Then my guys, filled with National Socialist ardor, pass their 2MC!! In the ensuing Prep Fire Ph., these studs fire a 'faust out of the Smoke and thwack an adjacent Croc! Ya gotta love this game. This episode sent the normally light drinking Guy scurrying for the beer fridge.

Turn 3 plays itself out with the Brits breaking the last of the resistance on 111. They have definitely lost any attack momentum they gained with the advent of the Crocs and accompanying infantry. The Brits have endured murderous MG fire (one 2-2-8, HMG,8-1 stack on the German right flank has KIA'd 8 or more squads at ranges between 12 and 16 hexes!,) dug in tanks and intense OBA. They have lost a company and a half of infantry and a half dozen tanks, including one (of the four) Crocs. As the German, I don't see a mad rush off 111 toward 112. If he does, I'm ready for him!

Turns 4-6:

As expected, the Brits used the remainder of the CGS to mop up and consolidate their positons on Hill 111. The Germans shifted forces to cover the British advance. There was continued heavy losses, with the British catching up on CVP (somewhat) by knocking out 3 MKIV's. The last turn was all about positioning for the next CGS as both sides were utterly exhausted.

Notes at the end of the first CGS:

Man, this has been BLOODY!!! More than 130 CVP amassed (total for both sides) in 6 turns. The British have Hill 111, The Germans have mostly everything else. I can't stress enough the importance of Smoke for the Brits. I would have pounded Guy without it. The Germans must utilize interlocking firelanes and OBA to disrupt the British advance. I may have overdefended 111, using an entire company. With the exception of 1 squad (who survived 5 interdiction rolls) the whole company was lost. They did manage to wipe out nearly twice their number and a half dozen tanks in the process. Brutal. I was fortunate in avoiding any major losses to the Typhoons. This was due to luck more than any other factor. I did cautiously bring on the Tigers and they chased some Brit inf. out of some positions they had captured. I was fairly afraid for my Tigers. Guy rolled out some Achilles TD's when the Tigers made their appearance. Combined with the Typhoons, they presented a major threat to my Tigers. No losses, however! We'll see if that continues into the PM scenario.

We did make a few mistakes. I had my 75's set up illegally and I took a few 3 hex range 'faust shots. Neat trick in '44! (all misses) Guy didn't realize that he had to enter all of his RG I1 (Rifle Cos.) on turn 1 or lose them with full CVP awarded. I didn't catch it until later so we played on. We were also a bit fuzzy on the Typhoon Rocket attacks but eventually straightened it out. The Rocket rules are neither long nor overly complicated, but definitely read them at least twice.

I'll post the results of the next CGS upon completion if anyone shows interest.

Darrell


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