Played WO3: Counter Attack at Carentan with Robert Wriggins on Monday the 4th (slow report...). It features Germans attacking in Hedgerows and if they break out there is an open area at the top of the map. A few stugs (one with a 105) and a Marder along along with 9 SS squads vs 6 US squads, 2 Baz, and a 57L at gun. The armor crews are elite but saddled with a 6+1 leader each - which is a pain for the Germans in this terrain.
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| The situation at the end of German turn 1. The platoon that entered on the bottom left broke and ran, all but one squad. The others came in on the right side. The Germans have to get off the top of the map by the end of turn 6 and have less than 20 cvp losses. The Stug at the bottom right malfed on his first shot. Not a good start for the Germans in the luck department. |
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| The end of US turn 2 (that Baz team AMed to G5 and then advanced to H5) |
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| Sarge! You are gonna get me killed! |
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| End of German turn 2. The stug and a squad with leader fired on the Baz team for no effect. The Baz fired back and missed! Another US squad at the bottom left rushed the stug with the bad gun and got into CC last turn, he managed to Immob the tank this turn. Still not sure why the German player did not drive off when he had a shot. Perhaps to keep the US squad busy so he could rally his platoon. Now the Stug can not drive off and the US squad has a 7 CC value against it (immobile and not functional/Manned MG). Over on the right a US squad is in big trouble... |
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| US turn 2. The US squad decides to fire, it could not move anywhere without a shot at it (blasted bocage los!). The Baz fired again and made a burning stug! In return a German squad DM'd them. The Germans now have an open path on the right flank! Bocage is the only thing that could slow them down. |
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| Burning stug! |
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| German turn 3. The German player pushes on the right as expected. The US squad takes out the Stug in CC leaving 2 Germans armored vehicles out of 4. The Bazooka team does not rally and the US has to hustle guys up to slow the Germans. |
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| End of US turn 3. A US squad tries to reach the buildings in X3 but is blasted in Y3. This does leave the path open for the US leader. The Germans in N4 get blasted and have to retreat without their leader who suffered a PIN and did not want to self break. |
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| End of German turn 4. Time is running out and more bad luck. The Stug that tried to go through the woods bogs giving a Baz a side shot, Baz misses this time. A DC toting squad advances next to the US 9-1 leader and MG group. A German squad moves up and blasts the US squad that broke last turn keeping him DM. Finally the German squad on the bottom left of the map is fired on while AMing and is forced to surrender. |
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| End of US turn 4. The Baz takes out the Bogged stug and the German squad keeps the US squad up top DM. Germans need to hustle! |
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| End of German turn 5 and the game. The US Squad near the top of the map rallies and fires on the Germans moving up, killing the squad and breaking the leader. We counted up the remaining possible German exit points and found they did not have enough to win the game. The loss of the Stugs and getting bogged down on the right is what did it. The 6+1 leaders in each tank made them pathetic for fighting in the bocage area but the Baz would have needed luck in order to hit them if they were moving (9 at one hex range -2 for moving, -1 for Stug size,and possibly more for MP in LOS). I was thinking of putting my BAZ guys in the road to force an OVR attack since a 0 hex range is an 11 to hit base... This scenario is deceptive, the amount of time needed to get off the map snuck up on both of us, the Germans REALLY need to hustle or they run out of time. Given a choice between fire or movement the German almost always has to move! |
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