Battlegroup Overlord Campaign: Heer Panzertruppen vs. American Paratroopers.
Game 2 of 5
Somewhere in France
Recce Screen
375 points +25 to US for last Victory
The Battlefield:
My Favorite Abbey Quad. Top reason why Battlegroup plays slower than Piers and Warwick intend it to.
The Forces:
German Panzer Division - Kampfgruppe Von Strom
-Strombones-
Forward
HQ in a Panzer IV G command tank
Panzer Grenadier Platoon with 3 MG42's led by a crafty Leutnant (gained vet last game)
Aufklarungs detachment of an sdkfz 222 and a scout squad in a 250/1
off table 80mm mortar battery
Jagdpanther Tank destroyer
sdkfz 250/1 pressed into service as an ammunitions carrier (armoured supply carrier)
2 Officers, 21 Battle Rating
Forward
HQ mounted in a Panzer IV. Since I have several other units that can spot for mortars, I decided to upgrade the normal halftrack selection to a tank. Will be useful with multiple Shermans prowling about.
Being Recce Screen, I've decided to go with some decent Aufklarungs units, hoping to nab objectives early and out scout the Amis. I did however learn a valuable lesson last game when I allowed my units to be too far ahead of friendly lines, a mistake that proved a Sherman 75mm cannon is a nasty foe to light armor.
Major von Strom was called off to another part of the line and thus anit tank duties were tasked out to a single Jagdpanther "hunting panther" tank destroyer. Sporting an enormous Pak43, I doubt that it will have little trouble with a few Sherman tanks. Since it carries little ammo, I have assigned a 250/1 half track to carry munitions in support.
Not going to lie, sure is nice having a beast like this on your side
Easy Company
American Airborne Division - 2nd Platoon E Co. 'Easy' 506th PIR
-DJ0311-
Captains Winters and Nixon (Forward
HQ).
Lt. Compton & 2nd Platoon.
Attached 57mm
AT Gun with jeep tow.
Attached M4 platoon.
Attached Airborne Combat Engineer Squad with bazooka.
Timed 75mmL16 Barrage.
3 Officers, 30 Battle rating.
*Deane hasn't included any BAR upgrades for the platoon infantry since they didn't jump with them in Overlord.*
Infantry
Being an Airborne force has pros and cons (lack of
AT)...upside is I have plenty of infantry...also tasked a Combat Engineer Squad into the mix to carry an extra bazooka.
Tanks....kinda
Sherman M4 tank platoon. Still rusty from the salty climate.These Shermans don't stand a chance against German
AT but hopefully their speed will allow them to move around to the Jagdpathers flank and rear....hopefully.
*M4 Platoon CO has a nice clean tank (Strombones), the other two have been around the block (Dj0311).*
Early Game:
Objective East. An Inn at the end of a dirt road
Objective Center. The center of the board.
Objective West. A walled field over looking the battlefield from a hillside.
Once again the Aufklarungs units go unopposed. They deploy toward the center of the battlefield to grab the objectives before the Americans even arrive. Their +2 to the game roll off again secures a German first turn.
Germans out scout the Americans and get a bonus to the roll off. They begin by moving the Panzer IV and an infantry squad toward the hedgerow to grab some center space. An Aufklarungs squad observes from inside its 250/1, relaying reconnaissance in real time to the rear, and standing by to contact company mortars while the 222 prepares to reverse back into the cover of the forest behind it.
Paratroopers arrive with a Sherman platoon and a 57mm anti-tank gun towed by a jeep. The Sherman move off to open ground, while the infantry and tank gun advance to the walled field, hoping to exploit the hard cover and the commanding fields of fire that the high ground offers.
The Panzer IV moves up to the hedgerow to engage the Shermans advancing on him while the rest of the infantry advance to link up with the recon units.
Turn 2 sees the arrival of the Jagdpanther. Motoring up a slope on the German right flank, he crests the hill and slams the vehicle to an abrupt halt. Beneath him, the Sherman platoon is advancing in the open on the Panzer IV. The Jagdpanther levels its massive Pak43....and....
BOOM. On a very luck roll of a 6, the high velocity gun connects with a Sherman, who has little hope of bouncing the
AP shell. In the following turn, the massive Tank hunter strikes luck again on a roll of six, knocking out a second Sherman. Two shells. Two kills. This guy is getting a medal.
In another stroke of luck the MG42 gunner on the recon 250/1 wipes the crew of the 57mm gun off the board while the scout squad begins to bombard the hilltop with 80mm mortar shells. A .30 caliber machine gun sets up to begin laying down covering fire for an advance off the hill.
Mid Game:
As the Americans begin to advance toward the eastern farm and the hedgerow in the center, a timed barrage of 4 75mm pack howitzers lets loose on the main German line.
In another stroke of incredible bad luck, the timed barrage does practically nothing to the Germans, as well as pushing the Panzer IV tank commander beyond the call of duty, giving him the chance to open fire on the last Sherman. Seeing the fate of their two squad mates, the last Sherman crew decides enough is enough and abandons their vehicle. Using the last of his ammunition to do so, the tank commander calls the LOG team forward for a resupply.
Despite the failure of the barrage, the Parra still succeed in building up troops to attack through the hedgerows...
Paratroopers are not something Deane is short on.
The Germans ready themselves for the coming American assault through the hedges.
End Game:
With all of their anti tank destroyed (if you can call a 75mm Sherman "anti-tank" anyway), the Americans aggressively move to take the hill top farm in order to employ bazookas on the German armour.
knowing that fighting bazooka armed infantry is not in his best infantry, The Jagdpanther withdraws down the hill to the protection of a German panzer grenadier squad with their weapons trained on the hill top farm.
The paras take the hil and begin a plan to assault the Inn below.
A combat engineer squad leaps out to take a shot at the heavy tank with a bazooka but misses. They are in turn gunned down by an MG42 in the upper floor window. The Jagdpanther withdraws further back.
The battle at the hedge field intensifies. Sadly the Paras are just too far outclassed against the Panzertruppen, an armoured car with a nasty auto cannon, and the resupplied Panzer IV. The brave Para mange to whittle down some of the infantry in the attack, but are ultimately overcome with superior fire power.
A .30 cal gun crew is killed, and the Americans finally begin to withdraw.
The table at the end of the game
Conclusion and Experience
Tucker (Strombones)
We are figuring out that mobility is a useful tool in this game. Foot slogging Infantry, while they have their role, are very difficult to get to the fight sometimes. The most elite infantry are not useful when the are a mile away!
My Jagdpanther was lucky. Double 6's on rolls to hit. The last thing any allied army wants an Axis player to get lucky with is a Pak43..
My Jagdpanther and the scout section leveled up from reg to vets, and the vet Platoon commander survived, meaning I now have 3 vet units that I pay for as regulars. All in all it was a very one sided game. I only lost around 6 infantry models and only took a chit for the Americans taking an objective. It was a 2! Ha! luck was very much on my side. Fun game for me, but I expect to see some very angry and vengeful Americans coming my way next week to turn the tables.
Deane (Dj0311dj)
Easy performed excellent last game and carried over a 25 point advantage. In this game the deployment zones, terrain and German armor really had a very negative effect on them. The Germans deployed into an ideally defensive position and their armor really picked me apart at range.
While neglected in the report the off table 80mm battery also played a significant role in picking off infantry and pinning down squads. I ended up using tactical coordination 3 times during the game and key units were pinned by mortar fire.
I found my position on the hill extremely difficult to move from and also too open and vulnerable to hold. All in all Easy fought hard but in the end they just didn't have the anti armor abilities of the Germans.
Not that I had many units left that could roll for XP the few that did got nothing from it and a roll on the Colonels Favorite chart just went nowhere.
Start BR: US 30 Ger: 21
End BR: US 0 Ger: 19
Victory Points: 19 Ger
Campaign
VP: 8 US - 19 Ger
Like I say to Deane before every important dice roll, "You know I can roll sixes!". Works like a charm
I think this pic sums up the overall poor American luck: