Holding Carentan

Had a very interesting game on Sunday using the ‘Holding Carentan’ scenario, I played the US side, whilst Tony, who is learning (fast) the rules.

I think I took the ‘holding’ part of the title a little bit too litterally as I placed my troops (and there are not a lot of them in this scenario) at the front, whereas I reckon a sensible commander would have kept them back, but hey you have to try these things out.

I also have to point out that I had to use Brits for the Paratroops and did not have enough Stugs, but heh it still looked good.

initial-set-up

 

 

 

 

 

ready for the germans

 

 

 

 

 

 

 

awaiting the attack

This first map shows how the USA troops were deployed, thecommand squad in the centre with the 2 squads being shown, one having started out with the idea of covering the road soon having to run for cover when the Stugs arrived (black lines). Meanwhile the German troops (black blocks) pounded and pinned the command squad and set up their own OP in the house on the bottom left.

Carentan first turns

stugs deploy to bombard

The problem for the US side is they only have about 35 fighting men, with no re-enforcements until turn 5. All the while from turn 2 the Germans get stugs and more men, all of which makes it an ‘interesting’ game.

carentan under attack

As I said, I had placed my Command Squad in the very front of the action, the idea being that I would be able to drop the arty support I had on the German front line, but needless to say, it was repeatedly pinned and soon wiped out.

second wave of stugs appear

The second squad was forced out of one of the other buildings by determined fire from the stugs, this eventually being wiped out by some German arty strikes. The last squad was reduced to hiding in the trees, the fact that they had a bazooka keeping the stugs at bay.

The US side was taking chit after chit in the game, but did manage to hold onto the East side of the village, eventually moving from the woods into a building that was shielded from stug fire as they retreated in the face of the appearance of the first wave of Shermans.

shermans-advance

carentan invasion

 

The second map shows the Stugs moving forwards and the USA’s last squad moving into the Eastern building. The Stugs moved to cover the village as they had heard the rumble of Shermans. The German infantry advanced, but only really took the Western house by the time the game ended.

Carentan mid game

 

Then more  Shermans came on, together with an armoured platoon, but we ran out of time before we could complete the game.

usa-armoured-push-forward

The last map shows the Sherman advance, the Stugs holding their ground but starting to take causualties. The Armoured platoon was also advancing and starting to cause casualties, would have been good to have been able to conclude it.

Carentan end game

On a points basis, it was a very good win for the Germans, but I consoled myself with the fact that the Germans never took the village and were forced to withdraw from their high water mark.

final-positions

Great game, but I should have played it better and placed some units out of harms way at the start, that way I may have got some more arty into play.

A-german-victory

Road Race BattleGroup BlitzKrieg 10mm Game

Very interesting game was played last night, with no less than 6 players, three as the Germans and three as the intrepid Brits.

The British player controlling the staff car and escorts tried to lure the Germans forward and then make a cross country dash with the car, but with the Vickers only being able to PIN (and then at 10cm – we replaced all inches with cm’s as playing at 10mm) the battle was unequal and the staff car was lost.

In the map below we see the route taken by the Brits, the staff car and 2 tanks moving towards the EXIT, with the other one trying to distact a German Recce unit. But it was to no avail…

Road Race - Staff Car Stage

The German advance their Recce units…

German Recce advanceSo, the real game begun, the Brits advancing on their right, the Germans pushing forwards in the centre and then holding position whilst a daring thrust was made around the back of the Brits position.

The Brit main ‘battle tanks’ deploy

A13s-and-A10s-deployAnd ready for action

British left flank ready for actionThe map here shows the route the Pzr2 platoon took (in red), with the centre group of 3 T35’s taking the road in the middle (black arrow). They took a lot of fire and the lead tank was Pinned 3 times, but survived.¬† The other platoon of T35s took the right wing (dotted blue) and by using Reserve Move kept the Brits wondering where they were really going. The last unit to come on was the Pzr 4 (dotted black line), this also used Reserve move, but it did not work out, more later….

Road Race 3The Germans bring in their T35’s

The-T35s-arrive

Meanwhile, on the British Right Flank, the A10’s move towards the weak German left, one armoured car having to withdraw due to no ammo, and the tanks being only Pzr 2s…

A10-and-Vickers-deploy

More A10 deployment

A10's move round church

But soon the A10’s see the centre group of T35’s

A10 spies the 35ts!

The T35’s then started to take fire from both the A10’s and the A13’s, but despite being pinned three times, they all survived..

With the right and centre of the British line engaged (and the Vickers tanks all hiding in the bushes), the T35’s started their pincer movement…

T35s-starting-their-pincer-

Reserve Move was used to confuse the Brits…

Reserved-T35s

A13-on-Ambush-T35-on-Reserv

The Brits weren’t fooled though and stated putting units on Ambush (the swines… – anybody would think I was a German player).

To counter the Ambush actions and to divide attention in the centre, the German Pv4 was moved into action, using Reserve Move to get into a firing position (without being fired upon), but it did not work, two misses meant the end when the A13’s guns spoke..

Pvr-4-on-Reserve-Move-T35s-Meanwhile on the British right flank, the A10’s were moving up on the hapless Panzer 2’s, whilst the last MG equipped Vickers tried to cause problems… It did distract things and it ended up in quite a brawl..

Mk VI trying to avoid Pzr II's

Vickers-trying-to-survive

A charging Panzer 2 met its end attacking an immobilised A10

German Pzr II's burn up

But the resulting Chit drawn by the Germans was a ‘Call of Duty’ which they played on a Pinned T35, one of the ‘pincer movement’ tanks having been hit. This really turned the whole battle, the T35 taking out an A13, and two Vickers in short succession.

Call-of-Duty

 

T35-on-the-rampage

The-T35s-Strike

The Brits Left Flank collapses

Pzr 35t's demolish British left flank

And the Chits are all just too much.

The-british-chits-and-rapan

So the battle ended, it all really hinging on that ‘Call of Duty’ chit and some really good luck (the battle plan was not bad either though, well I would say that….)

Pictures courtesy of Richard and ‘SteamingDave’

Another GREAT BattleGroup Game..