Mar 30, 2024

Staff Game! A Three-player game of Normandy '44

It's no secret that I've played more than my usual fair share of war games over the past few months. Any review of the articles that I've posted since the end of last year should clearly indicate that I've had more than enough time to myself to log an impressive number of games in the book compared with my usual schedule. I suspect that'll come to an end with this month and give me more time to focus on the build out of a few other sections of this blog -- including Willie & Joe's Supply Depot.

Before I do that, though, I have one additional game to add to the roster this time around. And with it, I'm introducing yet another new concept/mechanic to AAR Central. Similar to how I recently introduced Blast from the Past! to give proper tags to old posts/content from previous blogs and sites that I used to operate, and which are now defunct, I figure it's worth bringing in a new lens for multi-person games (be they individual scenarios or campaign games) where more than one player is responsible for controlling a given belligerent/force. Such games, I figure, would be appropriate to term "Staff Games" and as such, I present to you all a new series that will appear intermittently: Staff Games! 

Like Blast from the Past! and other concepts that I hope to one day roll out, Staff Games! will feature AARs similar to my generic posts, only with a particular focus on the units under my direct command to give more of a commander's view and feel to the AARs. With that, I'll obviously include additional details to provide a general overview of the engagement at large and the progress of the conflicts, but much as I experienced in this game, my comrade in arms (short in this case for armchairs) fighting for his life in the Cotentin Peninsula could not have been farther from my field of view on the battlefield. And a part of that had to do with the fact that he was quite literally seated on the other end of the board from myself, with the German commander in between us.


With that, though, I'd say it's about time that we dive into it.

Today's Staff Game! is a first for me, GMT Games's Normandy '44. I've always avoided these particular games from Mark Simonitch and GMT Games for no reason other than there wasn't enough counter density for me to take notice. For some reason, if the base game doesn't generally come with 840 to ~1,000 counters, I for some reason tend to write the game off as "uninteresting" for no reason other than poor judgement. I mention all of this because I could not have been more wrong in my assessment of Normandy '44's value as a wargame, let alone many of the others produced by GMT Games (North Africa '41, France '40, and so on). What is more, I am usually a fan of Mark Simonitch games, so who is to say why I never took to getting into Normandy '44 or the like -- I'm certainly not. (I most certainly am, don't get it twisted). Take it from me, if your ideal game is a "Guderian's Blitzkrieg II"-level of counter density to enjoy a game, think again about your priorities, because there's a reason Normandy '44 delivers a phenomenal wargaming experience. I had an absolute blast playing Normandy '44 this past weekend. 

About a month ago, Zach asked our mutual friend Josh and I if we'd be open to a game of Normandy '44. Thanks to successful planning and schedules working out, we managed to find a weekend where we were all free for a day-long game (not the longest day, of course -- much as that might've been aptly used to describe our game of Normandy '44 I will only reserve that designation for days that we play Twilight Imperium because those truly are the longest days). After some preparations before hand, it was agreed upon that Zach would command the defending Germans of the Cherbourg defenders and 7th Army, Josh would command the Americans of the 1st Army, and I would take command of the British 2nd Army.

I spent much of the week leading up to our game not giving as much attention to the rules as I should have, but I maintain that in this case it was well worth it since it was much more enjoyable learning on the fly and having spent more time getting myself in the mindset of the British commanders. Indeed, many scenes from the Longest Day did flash through my mind throughout the day. I still maintain that when anything mechanical malfunctions, all it needs is a good bash. At any rate, I promise that's the last digression. 

It was a piss poor rainy day last Saturday when we got together so after we'd dried off and caught up briefly, we got down to business with the initial landings. Importantly, we decided to use the optional storm rules that allow for randomization of when the storms occur. (Keep this in the back of your mind). 


While this decision had some pretty big ramifications on the weather this game, my rolls kind of sucked on the outset. First and foremost, most of my paras of the 1st Airborne Division took some pretty good hits east of the Orne on their descent. I was well aware of the strong reserves in the vicinity around Caen and I wasn't too excited about holding Pegasus Bridge at Ranville in the face of the 21st Panzer Division. I was scattered and already down a few step losses, so there was little I could do but determine whether or not to hold east of the Orne -- a decision I finally made on D+1.

The rest of my landings on the beaches weren't much better, especially at Sword. Lord Lovat's 1st Special Service Brigade made it ashore fine, but many of the Sherman DDs were lost in the surf. To make matters worse, I didn't make it off of the beaches at Sword which meant most of my 3rd Infantry Division was stuck in the water, waiting to land. The losses I incurred to a brigade of infantry as well concerned me greatly. Sword was the "bloody Omaha" for this game. Gold and Juno went better, thank heavens. The 3rd Canadians, 4th Special Service Brigade, and all of my armor at Juno made it ashore without incident and despite more armor lost in the surf, my 50th Infantry made it ashore largely in one piece as well. To make matters even better, my infantry and armor blasted through one of Zach's strong points and managed to secure Arromanches (one of the key British objectives) before Zach could react. It was a good morale boost for the invasion turn. 

The lads go ashore! (Aerial view from above Caen).

Importantly, I'll add, the British must remove the 4th Special Service Brigade if after taking Arromanches there are no German units within 4 hexes of the town. A similar rule governed control of the 2nd Ranger Battalion and Point du Hoc. Two hexes away, there was a German naval battery which only had combat factors for defense. To ensure prolonged access to the 4th Brigade, I moved a battalion of banged up Sherman DDs adjacent to the German battery and left them there, essentially cutting them off from any relief efforts Zach could make. In doing so, I for the time being guaranteed continued access to the 4th Brigade's elite combat infantry. I had Caen in my sights, and I needed every unit I could get, especially since my plan was fast coming apart.

A closer review of my forces in and around Caen on D+1.

While Josh went ahead with his landings on Utah, Omaha, and the paradrops on the Cotentin Peninsula (which faired rather poorly as well, all but one regiment being scattered), I devised my objectives for the next 4 or 5 turns. As fast as I could, I was determined not to take Caen. Rather, I'd simply go around it and leave it for my artillery, air force, and infantry. If I could isolate Zach in the city by launching a pincer assault around it, that's what I'd do. And holding east of the Orne was critical to that plan. I determined the following course of action: 

East of the Orne, I'd hold access to Pegasus Bridge with the 1st Airborne Division. My commandos and the 3rd British Infantry would then advance along the river's east bank until south of Caen.

In the center of the line (north of Caen between Juno and Sword), I'd hold the 21st Panzer Division at bay with the bulk of my 3rd Canadian Division and the remaining armor of my Sherman DDs.

And to the West of Caen, the 50th Division from Gold would advance south, past Carpiquet, cross the Odon, and link up with the 3rd Infantry by taking Hill 112, thus completely outflanking the 21st Division in and around Caen, and then I could starve them out for the rest of the game.


That was the plan, but I didn't get far. Zach responded fast and with passion. First things first, he endeavored to cut the head off of my paras. Sending a mixed group of tank destroyers and recon elements from the 21st panzer division barreling towards Ranville, I only barely managed to stymie his initial assault. In due course, I retreated into the town itself and barely managed to hold my bridgehead east of the Orne. I still didn't have Pegasus Bridge itself and I needed to secure it before the end of June 6th, otherwise I'd be out of supply and badly mauled. That was not a part of my plan. To make matters harder for me, Zach charged forward on Sword beach at Ouistreham. He was determined to hold me at the water's edge. 

Situation on the ground at the end of D+1.

Luckily, I managed to hold and in the afternoon of the first day, I managed to breakout from the beaches and get Lovat's commandos within sign of Pegasus Bridge. Then, according to plan, on the morning of D+1, my gliders arrived at LZ-W and took the west bank of the bridge, thus creating a contiguous line of defense from the beaches to the east bank of the river. It was thin, but it was there.

Elsewhere along the front, he sent everyone forward that he could by truck, tank, bicycle, and foot. The fusiliers of the 352nd Infantry Division and the AT elements of the 21st Panzer division applied pressure between Juno and Sword. The latter division's armor and panzer grenadiers were already in the vicinity of Caen, with more reinforcements on the way. It was all or nothing north of Caen to keep me from linking up my forces from Juno and Sword.

But that was fine by me. Once I advanced out of Ouistreham and made contact with the gliders at LZ-W, I got to work expanding my front. At Sword, I landed more elements of the 3rd Infantry. At Juno, I landed fresh elements of the Canadian 3rd along with the Corps HQs for the 1st Canadian and 30th British and at Gold, I got the rest of the 50th division ashore. And I pressed the advance as far as I could. Importantly, I expanded west from Gold and Juno. The German 352nd was spread thin and many of the German bicycle units from the 30th Mobile (Schnelle) Brigade were coming up the line to fill the gaps between my boys from the 50th on the far edge of the line and elements of Josh's 1st US Infantry Division landing at Omaha. Bayeux was were Josh and I agreed to link up our beachheads, as the US and British historically agreed to do as well. But the Germans had Bayeux and I was busy trying to break out from Sword beach, so the link up had to wait -- I was content enough to establish a perimeter that Zach was forced to hold. In doing so, I opened up the path of advance on Carpiquet.

Zach responded with brute force. First, the tanks and panzer grenadiers of the 21st Panzer evicted my armor and paras at LZ-W, cutting off the rest of my paras at Ranville. To make matters worse, the 711th German division was finally activated east of the Orne and closed what remained of my scattered perimeter. I only had Ranville. If it fell, I'd lose the 1st Airborne Division. Luckily, however, it held. Zach was undeterred, though. He sent the 21st Panzer forward elsewhere, pressing my beachhead at Outistreham and extending the rest of his forces out onto the Bayeux-Caen highway. 

To set the stage for the next to turns here, allow me to walk us through the situation by end of D+2. From Bayeux to the outskirts of Caen, the situation was stable and favorable to the British thanks to the consolidated and uncontested advance of the 50th infantry and what remained of my Sherman DDs. Directly north of Caen was a problem. I needed to go around Caen, but I didn't want the 3rd Infantry and the paras cut off from the rest of my front. Juno was still isolated from Sword, with many units from the 21st Panzer division flowing in to cut off my boys at Ouistreham, LZ-W, and Ranville. The 3rd Canadian division and the 3rd Infantry division along with my commando units and paratroopers were having a rough go taking Zach's improved positions, augmented by panzers and panzer grenadiers. 

To my West, it wasn't going much better. Far as I could tell, the 1st and 29th US infantry divisions were pressing ahead and the 4th Infantry and the US airborne divisions were fighting amongst the hedgerows, trying to link up at Carentan. But really, if you'd asked me, I could tell where one unit boundary began and another ended. All I knew is that it was total SNAFU between Omaha and Utah.

I had my own problems to worry about, though, and one of them was LZ-W. With my last few tanks, Lord Lovat's commandos, and the glider infantry, I retook LZ-W from Zach's mechanized forces ater a tense engagement and established a final, permanent hold on Pegasus Bridge. I landed more troops from the 3rd Infantry division and was determined not to be pushed back any further. To make matters even better, I made progress linking my beachheads at Juno and Sword and I overran a unit of bicycle troops on the road to Carpiquet. By end of D+3, I was just a hex away from taking the Carpiquet airfield. And to boot, I landed key elements of the Desert Rats and the last of the 50th division to start taking advantage of the open ground between Bayeux and Caen.

Then came the effects of the weather die roll that we had made for D+3. It was clear skies, which meant Zach's armor could barely take advantage of their movement capabilities. Earlier, I mentioned our optional use of the storm rules. This was pretty consequential because on first the D+3 turn die-roll, Zach rolled a 1 which without that rule would have meant that we'd have had another storm turn. But with the optional rule in place, we had to re-roll. That meant no storm for D+3. Instead, Zach rolled clear weather all the way. Storm lifted. That meant that Zach couldn't move his armor as quickly as he needed and that my 2nd Tactical Airforce was no longer grounded. It was this rule choice that we agreed upon at game start that really sealed the fate of the Germans in this game.

With the skies cleared, Zach did as best he could to move his reinforcements to the front. By prioritizing the defense of Caen's outskirts, though, it left the ground west of the city open. We didn't realize this until later, of course. The 21st Panzer Division was consolidated and sent north to hammer away at my Canadians, commandos, and infantry of the 3rd Division. The 12th SS meanwhile arrived and was directed to Carpiquet, Colombelles, and the rear lines in Caen. If he'd had more movement points, they would have gotten much further. But alas - the weather nails us all one time or another. 

With the road to Carpiquet closed, my paras backed up to the Orne, and my infantry barely able to cope against the 21st, I saw my chance west of Caen. The 50th Infantry, supported by the armored elements of the Desert Rats, found the chink in the German "armor". 

On the morning of D+4, with what remained of the Nottinghamshire Yeomanry of the 8th Armoured Brigade, the Northumbrians of the 56th and 231st Brigades on the outskirts of Carpiquet, north of the airfield, swung south away from the lead elements of the 12th SS and crossed the Odon, leaving their flank to be covered by the newly arrived Desert Rats and elements of the 3rd Canadian division. While the 3rd Infantry and the 6th Airborne had failed to make headway driving south on Colombelles, the 50th was on its way to secure its objective at Hill 112. But, finding no opposition on their flanks, they continued to swing around the far edge of the German line, bypassing the airfield at Carpiquet from the southern approach, and found the entryway to Caen unguarded. The impossible had occurred. And better yet, I could the Germans of the 12th SS in strategic redeployment in the city center. 

Three days later, at the end of D+4. The red dotted line on the map (running through hex 1827) marks the extent of the actual Allied advance at the end of D+22.

With no defenses to speak of, I had a shot to cut off the entirety of the 21st Panzer Division and much of the 12th SS north of the Odon. Calling in what artillery was available and all available air support from the 2nd Tactical Air Force, my infantry and armor charged into battle with the undeployed panzer grenadiers before the Germans could respond. And it paid off brilliantly, but Zach -- incredulous that I'd found a way into the city that had left me in supply - was determined to hold his ground. Declaring determined defense, all he need was a die roll of a 3-6 to hold his ground. But with a die roll of 1, he lost the city center and was forced to retreat his panzer grenadiers. 

And with that, we ended the game. I secured more victory points than I should have for the Allies. And to make matters worse for Zach's situation, the Americans from Omaha had opened the beaches to St. Lo. It was all comping apart, and just to think because we used the optional storm rule.

In any case, what a fantastic game. A real slog for the Americans and skill or no skill, the game that Zach and I were fighting over by Caen was getting weirder and weirder. We may come back to this in a couple of weeks but there's no guarantee. We've got France '40 already queued up looking ahead to April and we may even get a Start Kit game of Advanced Squad Leader in. All in all, another fantastic game. More staff games to come!

Mar 24, 2024

Blast from the Past! The Great Hearts of Iron IV Mistake

Hi folks, I'm glad to report that I have scrounged up another Blast from the Past! this month. This time, I've pulled the only recorded game of Hearts of Iron IV that went up on my now long-gone SheepsHeadBay channel out from the brink of being lost forever. What was supposed to be the start to a Road to 1956 game with my friend Elliot (playing as China) and myself (playing as the British Raj) turned into a game wholly dedicated to rectifying a great, avoidable mistake on my part at the start of our game.

We never ended up finishing this game as I ended up leaving for college shortly after we completed this first session. Rather than let videos like this one disappear forever, I'd rather upload them here onto AAR Central to be enjoyed by a few (including Elliot and myself) instead of losing them once and for all.

So anyway, please enjoy this wonderfully painful game of Hearts of Iron IV.


Mar 17, 2024

82nd Airborne vs Korps Feldt: The Empire Strikes Back

If the last few posts weren't a clear indicator already, I've been hooked on the Grand Tactical Series by MMP of late and its chit-pull system. This month has been busier, sadly -- don't ask me why though, I haven't done anything this month -- so I haven't had much time to get nearly as many games in as I would have liked. That said, I managed to complete the next intermediate game in The Devil's Cauldron: the Empire Strikes Back.

The American Objective: hold the 82nd's landing and drop zones until the next wave arrives.

At scenario start, the majority of the 82nd Airborne Division's 505st Parachute Infantry Regiment (PIR) is spread out east of hell's highway, protecting the advance of the British armor. Elements of the 508th PIR are stationed nearby to support the 505th, but their only substantial numbers are slated to enter as reinforcements as the German attack begins.

The American positions (sparse at best)

Three locations command relevance to the scenario, two of them demarking the outskirts of the 82nd's defense. The town of Groesbeek lies directly west of hell's highway, anchored by independent engineer and heavy weapons elements, and supported by D company of the 508th's 2nd battalion. To the south of Groesbeek is Riethorst, anchoring the southern corner of the 82nds drop zones. It's the underbelly of 82nd's defense, held by little more than rearguards and hastily constructed roadblocks. 3nd battalion 505th starts the scenario between the two towns. The third and final location, and German objective, is the town of Mook, held by the 1st battalion 505th. 

A battery of artillery and another isolated company of the 508th begins the scenario in the vicinity of Groesbeek, in the wooded heights between the town and the highway.

If the American positions seem hastily organized, the Germans attack at dawn on the 18th of September, in force and organized. Three Kampfgruppen of Korps Feldt arrive on the roads to Riethorst and Groesbeek, spoling for a fight. KGs Goebel (fielding ersatz battalion 39 and a security battalion) and Greschick (fortress defenders) field a mass of 2nd line infantry companies. KG Becker, on the other hand, fields a crack battalion of German assault infantry supported by armored reconnaissance, AA, and ersatz assault guns. Arriving directly to the east, KGs Becker and Greschick move in a pincer to seize Groesbeek. Becker's armored reconnaissance flank far to the north of the town, opening up a third line of advance. Simultaneously, along the Maas, KG Goebel arrives in force, moving on Riethorst. 

Korps Feldt drives two pincers on Groesbeek ...

82nd Division's activation chit is pulled next and the paras race to occupy defensive positions. 3nd battalion, 505th races north into Groesbeek. Independent elements of the division, spread throughout the town, relocate north around the central defensive positions of D company, 508th. And in Mook, the 1st battalion 505th moves south towards Riethorst.

Most of the companies arrive in their positions on time. In Riethorst, Colonel Ekman force marches 1st battalion into position, but A company, leading the way, fails its troop quality check and instead receives a suppressed marker in the village. C company pushes ahead relieving the battalion's rearguard at "the Hill" outside Riethorst and B company is diverted a little ways down to the roadblock at Katerbosch.

And Kampfgruppe Goebel moves on Riethorst and Katerboch.

Allied direct command chit next allows the para's AT guns to move into position in time to cover the approach of KG Becker's armor on Groesbeek.

... to be then followed by the 505th PIR's activation chit. With that, I've hit the jackpot and gotten all of the division's activation chits, in play, activated before the Germans can continue the advance. With a 50/50 chance of success, A company rallies out of their suppression and moves onto the wooded heights protecting Riethorst. C Company constructs emplacements on "the Hill" and B company moves into Katerbosch. Strung out with KG Goebel on its way, Colonel Eckman's 1st battalion braces for impact.

In Groesbeek, 3rd battalion 505th consolidates a strong position for defense with the 508th and independent units holding the north. Also, in a reversal of judgement, F company from 2nd battalion 505th reverses course and races back south to support 1st battalion. They're a long way off, though.

The German direct command chit comes next. 4th Company, Ersatz Battalion No. 39 moves to the front of the assault line from the far rear. The way this is shaping up, it'll be numbers that serve the Germans best in this game. Only KG Becker can match the American quality and cohesion.

As 0900, KG Goebel moves into assault formation and the assault begins. Replacement Battalion 6 (LS6) moves on Katerboch. 2nd Company assembles just outside the town limits and comes under fire from B company, but they hold together and only incur light losses. Returning fire, they manage to break up the forward squads of B Company in return. Nearby, 3rd company LS6 overruns the rearguard defenders, performing the first mop up operation on the the road to Mook. Ersatz battalion 9 meanwhile approaches Reithorst from the East in the woods and the security regiment forms up along the southeast road.

The assault begins.

With the Allied direct command chit pulled next, F company, 2nd battalion 505th races south on the road to support and relieve B company at the far edge of the line. Division activation follows. F company streams into Katerboch, where B company manages to erect hasty improved positions under fire from LS6, to support 1st battalion and the Paras in Groesbeek manage to improve their positions as well.

The Katerboch and Riethorst defenses hold, for now, but the pressure starts mounting to the north.

Much to the relief of Colonel Lindquist and the companies of 508th PIR, the rest of 1st battalion arrives out of Nijmegen to cover the northern approaches open to KG Becker. To boot, the division receives an additional dispatch point and manages to get the 82nd Artillery chit into play for 1100 hours. The defense is looking solid at this stage. 

Von Fürstenberg's armor charges into the fray.

From Riethorst and Katerboch, 505th PIR takes Goebel's LS6 under fire. Without cover in the open, LS6 starts taking losses from concentrated mortar and machinegun fire.

Unfortunately for Korps Feldt, KG Goebel doesn't have an immediate response, but KG Becker does. The mechanized company under von Fürstenberg slips through the underbrush and thickets north of Groesbeek, severing 1st battalion 508th from the rest of the 82nd's defenders. Out of view from the AT guns, the armored infantry begin an assault on the north of the town, taking D Company 508th under heavy, concentrated fire from small arms, direct HE, and dual-purpose ordnance. Ordnance of all calibers slam into the stone houses on the north end of the town, and by a stroke of luck, the Paras weather the assault in their foxholes and behind their sandbags largely unharmed. The grenadiers and armor in front of them run helter-skelter reordering their ranks, but for the moment, the line holds.

As the hour approaches noon, the formations of Korps Feldt creep forward to put pressure on Groesbeek and Riethorst, and KG Greschick and the 82nd's artillery are called into action. 

Colonel Lindquist and C company charge into action.

Colonel Lindquist charges into action without waiting for the rest of his battalion to arrive. C company, 508th charges out from the Groesbeek heights and into the open to attack the exposed columns of KG Becker moving into position. The attack, though bold, falters as the paras descend from the slopes and fails on a natural 9 die-roll (automatic failure). 

The unthinkable!

But then, the unthinkable! The direct allied activation. Lindquist goes double or nothing, and it pays off with dividends. Company bonus achieved, they attack the lead company of Becker's infantry out in the open as they scramble out of column. With Lindquist leading the charge, the paras of C company rout Becker's lead company to a man. In a sudden whirlwind of dash and élan, nearly a hundred crack grenadiers are felled out in the open, and the rest sent on a route back to the rear. It's a natural 8 die roll on the infantry table. A catastrophic result and the worst possible loss for the Germans.

Meanwhile, on the south end of Groesbeek, Major Greschick's companies strike the sector held by 3rd battalion 505th, taking the American-held town in pincer. Under cover of mortar fire, four fortress companies strike the positions of H Company 505th holding the Old South Mill. As with the forces under LW Oberst Becker, Greschick's infantry are unable to find a viable entrance to the town and must content themselves with skirmishing at the outskirts. Fire from the Mill keeps the fortress infantry preoccupied as they seek for a weakness in the American defense to exploit, but alas, as the hour strikes noon, no headway into Groesbeek has been made.

As the battle intensifies, the paras at the north end of the town attempt to make contact with 376th Field Artillery battalion to call in fire support, but the first radio attempt fails. On the opposite side of the Groesbeek heights, the artillerymen of the 376th eagerly await calls for indirect fire that -- for now -- don't come.

Greschick's fortress infantry begin sustaining casualties out in the open from Eckman's men as they search for a way into the town, but luckily their attack on H company 505th provides enough suppressing fire to avoid catastrophic losses. The replacements of LS6 are not so fortunate, though. The paras in Katerbosch manage to finish off one company and mortar fire from Riethorst suppresses a second company out in the open. Even still, under increasingly heavy fire from Eckman's 1st battalion, Hauptmann Goebel's replacements and ersatz grenadiers move forward to apply pressure on the Hill. The sporadic German fire is not really up to snuff with what Eckman's paras have been dishing out, but they begin to make headway in the woods cover the approach to Riethorst.

The battle for the Old South Mill and Groesbeek's north end reaches its zenith.

As the turn comes to a close, KG Becker goes all in on the attack on Groesbeek's north end. In an unconvincing feat of the panzergrenadier's offensive prowess, KG Becker's infantry (the finest companies on the field) fail to storm the old north mill, around which the paras of D company 508th and the division's engineers rallied. With enfilading machine guns covering the perpendicular approaches, Becker's infantry make initial headway at the cost of cohesion, but once in, the crossfire pins the forward squads and leaves them suppressed on the outskirts. Becker's 2nd and 3rd companies each suffer 2 cohesion hits and a suppression for no loss to the paras. It's a bloody nose for the Germans, and one more loss and it could turn catastrophic. 

By 1300, Greschick's fortress infantry again try to take the Old South Mill, but unsuccessfully. Their mortar fire is accurate and true, but as the infantry close, all available companies fail their bravery checks to carry the assault onto the para's improved positions. Finally, on the north end, however, a small breakthrough is achieved. 

The Germans are unlikely to secure Mook by the end of the scenario, so it's up to sudden death VPs to win the game. They need to eliminate 3 Allied steps to do that. KG Becker takes the charge. His infantry recovered from suppression, Becker sends the 2nd company around D company 508th's flank while 3rd company and the supporting armor give covering fire. In the assault, 3rd company is again suppressed in the open, but now in the streets of Groesbeek, 2nd company manages to surprise the defending engineers of the 82nd and eliminate them. Scratch one step for the Americans. The delaying fire from the engineers allows D company to shift its fire at the last moment and keep the panzer grenadiers of Becker's 2nd company from carrying the assault all the way to the mill. 

The paras aren't without an equal response, though. And what luck Becker's had suddenly dries up. From within the north mill, D company 508th's radio operator finally contacts the 376th artillery battalion and calls down an emergency fire mission. Suppressed and out in the open, Becker's 3rd company is annihilated in the rain of large-caliber shells. Massive plumes of earth and flesh pock mock the fields outside the north end of Groesbeek once the fire subsides. 

Kampfgruppe Becker, battered and bloody.

And then the 508th joins in on the action as everything begins to fall apart -- not that it was being held together by much at this point. Most of 1st battalion, under Lindquist's direction, charges ahead again into the fray, this time targeting von Fürstenberg's armor. Their small arms fire manage to break up several of the guns firing on D company holed up in the north mill, but their mortars inflict the real damage. von Fürstenberg's armored infantry are eliminated, leaving only the mobile ordnance, reconnaissance units, and ersatz armor unsupported.

Not to be left out in the actions routing Korps Feldt from the field, the 82nd Airborne's recon elements make a lighting thrust on Becker's last company, suppressed and badly disorganized. Passing their charge check, the recon units overrun the last of Becker's grenadiers. With that, the morale in Korps Feldt, which hung by thread since noon, plummets down to zero. Game over.

Battlefield overview at scenario end. Groesbeek: American. Riethorst: American. Katerboch: American. Mook: American. All German objectives failed.

***********************************************************************************************************************************

As one final, parting blow for the Germans, the 82nd Airborne's AT guns, trading direct fire with the independent AT elements of Korps Feldt, manage to knock out a unit of Paks as the Germans are routed from the field.

When the C-47s for the next paradrop come into view overhead, the situation on the ground in front of Groesbeek is the exact opposite of what's to be expected in this scenario. Hardly the strike that the "empire" envisioned in this scenario, "the Empire Strikes Back" has been turned by a counter back-hand blow. Even though the Germans have units in DZ/LZ T and LZ N, they're streaming back to the safety of German lines at this stage in the game. 

It seems like there was little chance, if any, of the Germans successfully reaching their objectives in this scenario. Fortune certainly favored the Allied activations on the first two turns though, so this could very well be the reason why. It's hard to assault entrenched paras with troop quality 2 & 3 infantry companies. At any rate, a very fun scenario. It's not as sexy as Easy Company's battle in Neunen or the Red Devil's race through Arnhem, but man oh man is this one no less interesting.


Mar 6, 2024

Racing Through the Streets of Arnhem: Another Game of the The Devil's Cauldron

Did you think I would leave MMP's Grand Tactical Series behind so quickly? Think again -- I just had to play through one of the intermediate scenarios. And if I can find the time again soon, I'll get through the second intermediate scenario this month as well.

A word to the wise, anyone interested in the Market Garden games of GTS who does not have a lot of excess table space should seriously consider the Devil's Cauldron over Where Eagles Dare. Many of the scenarios for TDC are single map scenarios whereas most if but one or two from WED are multi-map scenarios, some of the easier ones even covering three maps.

This is another single map scenario and it centers on the British 1st Airborne Division's race to secure the Arnhem bridges during Operation Market Garden. The main forces in this scenario are from the division's 1st Parachute Brigade fighting against reinforcing units of the 9th SS Panzer Division Hohenstaufen.

As a disclaimer, I will say that I was in error in my use of the Column markers in this game. I neglected to observe the rule that states only one unit may be in column at a hex at a time and I consistently had stacks of 3-4 in column for the duration of the game. Rest assured -- I'll get that one right in the next game.

The German Defenders

Here's the map at the start of the scenario. The replay value of this scenario is particularly high. Placement of anti-aircraft units and Event? markers is completely random -- meaning no one scenario is likely to play out like any other. Off-map to the east from this photo is the British drop zone for the start of this scenario. The British paras have to race West against the clock to try and secure their objectives. 

By some magical stroke of luck. All sticks of the 1st Para Brigade landed unharmed by the German anti-aircraft units. There were no mishaps on the drop and added to the British luck was a lack of German airpower in this scenario to boot. 

The 1st Parachute Brigade arrives

Where everything has to go right to win this scenario, the British were off to a great start. To meet the objectives on time, the British banked on a divide and conquer solution. If they stick together the entire game, there's no way to get to the bridges in time. With German blocking forces in Wolfheze, the para brigade's 3rd battalion and the supporting artillery were assigned to secure the drop zone and prevent the German battalion at Wolfheze from delaying the British advance into Oosterbeek. The 1st and 2nd battalions of the 1st Para Brigade along with supporting reconnaissance, mortars, and AT meanwhile were ordered to make for Arnhem with all possible speed by way of Oosterbeek. 

The tricky part would be waiting for the gliders to descend. While the Paras dropped safely into the drop zones, the gliders circled overhead. Luckily, most of the gliders arrived on time. Only the 2nd unit of artillery failed to arrive according to the attack's timetable.

Lt. Col. Thompson and the 3rd Battalion, 1st Para Brigade advance on Wolfheze

So far, everything was going according to plan. Taking the initiative, the 3rd battalion, 1st Para Brigade made for Wolfheze. Taken by surprise, and thanks to accurate mortar fire, the first German company (the 9th) was shortly overwhelmed and the companies, covered by the nearby artillery, moved into assault positions. Lacking dispatch points or formation chits to activate KG Krafft, all the Germans could do was fall back and hope to keep the 3rd battalion at bay by successfully beating back their assault attempts. One company from KG Krafft, the 4th, however was nearer the Renkum-Oosterbeek road and moved to block the line of advance for the 1st and 2nd battalions, 1st Para Brigade.

The 1st and 2nd battalions hightailed it onto the Renkum-Oosterbeek road. They encountered the first Event? marker and uncovered a "No Event" at the crossroads, charging ahead before any of KG Krafft's men could obstruct their path of advance. All of the smooth going wasn't to be, though. Before the 2nd battalion could pass through the crossroads, the British attack ran up against its first set back.

The 1st battalion made it to Oosterbeek before KG Krafft's 4th Company could intercept them, but the supporting engineers and mortar company were not so lucky. A lucky direct command chit activation for the Germans following the Hohenstaufen division's activation allowed the Germans to get in range and then open fire. By a stroke of luck for the Germans, the Paratrooper mortars lost a step and became suppressed on the main road. And just like that, the route of advance for the 1st and 2nd battalions was closed, and the elements of the 2nd battalion cut off from the 1st.

The Renkum-Oosterbeek road is closed

While the 1st and 2nd battalions scrambled to dislodge Krafft's marauding company. Lt. Col. Thompson and 3rd battalion moved to take Wolfheze. Under cover of supporting artillery fire, 3rd battalion closed with Kafft's defending infantry. In the process, however, the British uncovered the first event, a tank scare. As the attacking paras leapfrogged through the trees under fire, the pressures of assault and disoriented by their lack of familiarity with the ground around Wolfheze, an uncharacteristic panic spread through the ranks as the cry of enemy tanks just over the raised tracks spread like wildfire.

Rearguard action at Wolfheze

The tank scare forced the paras out of column (again -- a big wo-oah mistake from me having multiple units in column in the same hex) and worse prevented any attempt at moving quickly out of Wolfheze. With that, 3rd battalion was down and out for the count. Not to be deterred, Thompson took matters into his own hands and led the way with the pathfinders of the 21st independent parachute company. With their support, Thompson and the 3rd battalion overran the last defenders in Wolfheze. All that remained were the mortars under Krafft, holding their ground in the woods SW of the village, and the last of Krafft's infantry at the crossroads between the 1st and 2nd battalions of the 1st Para Brigade.

If the hiccup caused by the inopportune panic running through the ranks of 3rd battalion and the delay caused by Krafft's infantry weren't enough, efforts by independent company commanders to push their men forward backfired. Several mortar and engineer companies, lagging behind the columns of 2nd battalion, crack under the pressure of being force marched and halted, earning a smattering of suppression markers. 

To deal with Krafft, 1st battalion charged ahead into Oosterbeek, leaving 2nd battalion to clear the way. 2nd battalion moved into hasty assault positions and managed to dislodge Krafft's infantry from the crossroads. Krafft's panzergrenadiers were forced into the woods from their hold on the buildings at the crossroads, but despite their cohesion hits they stayed combat ready. Unable to press the attack further without significant delay, the lead assault elements of the 2nd battalion held the line and the rest of the companies ran the gauntlet of fire from the panzergrenadiers, north, towards a new path of advance. Luckily, despite occasional cohesion hits, the advance proceeded undeterred by the German opportunity fire.

Elsewhere on the field, the brigade's recon units overtook the advance the 1st and 2nd battalions and charged into Arnhem, 3rd battalion regrouped, artillery gliders circled overhead, and 1st battalion moved out of Oosterbeek towards the Arnhem outskirts.

A surprise encounter!

Exiting Oosterbeek, 1st battalion ran into the Hohenstaufen division's SS panzer-jaeger abteilung no. 9 on the way to reinforcing KG Krafft. It was a major surprise to the 1st Brigade's paras, especially as they encountered the German tank destroyers head-on, in column, and with their AT guns undeployed. 

With little option but to rely on a little dash and élan, the 1st battalion charged the German armor head on after laying down suppressing fire. Unsurprisingly, the German tankers were just as unprepared for a head-on fight as the paras, and it showed when unsupported by infantry. Opening fire with their automatic weapons and piats, the British somehow managed to outright suppress the German tankers. Then, while one company charged up the middle, the others worked around the tank destroyers' flanks and quickly annihilated the German armor. And just like that, despite the hiccups along the wat, the 1st battalion was still relatively on schedule. Clambering over the burning tank hulls, the company commanders urged the red devils onward, continuing a succession of successful forced march rolls.

The best the Germans could do at this stage was consolidate. As 2nd battalion skirted the crossroads on the way to Oosterbeek and raced to link up with 1st battalion, Krafft's infantry withdrew down toward the Neder Rijn to regroup and Krafft's mortars mounted their transports and raced south away from Lt. Col. Thompson's forces & 3rd battalion. Still held up at the railroad by Wolfheze, Thompson and 3rd battalion took an alternate route north through open ground.

As evening approached, the paras of 1st and 2nd battalions raced through the streets for the rally point north of the road bridge and the church. The remnants of KG Krafft and heavy AA effectively prevented any easy assault of the railroad bridge. If the British were to win the scenario, they'd need to take the road bridge. 

Red devils prepare for assault

Just as German reinforcements began to arrive, the British triggered two events. First, one of the companies from 2nd battalion ran into SS-Pz A. A. 9. The Paras went for broke and tried to assault the mechanized formation and wipe it out in one blow, but they failed on the first attempt. Under the cover of sunset, the newly discovered German mech units retreated to the pontoon bridge and dug in. 

Second, as the 1st Para Brigade's engineers approached on the railroads leading into Arnhem, making for the pontoon bridge, they triggered a second event. Operating independently from the 1st and 2nd battalions, the engineers took a wrong turn and found themselves on the banks of the Neder Rijn. Worse still, disoriented at the sound of battle farther in the city center, they turn west and come under fire of heavy AA emplacements. Under a crossfire from both sides of the river, the engineers take multiple cohesion hits and a suppressed marker to boot. 

The red devils have blasted their way into Arnhem, but everything they need to secure the necessary victory points to win the scenario began to slip from their grasp at this point.

To make matters worse, as the sun set, the German reinforcements began to arrive in force. One of the benefits for the British to this point was that the Germans had failed to roll any new dispatch points, preventing the purchase of activation chits. (To those not familiar with the rules -- activation chits are required to take offensive actions. Since the Germans start the game with no activation chits, they can only defend their positions and cannot take back whatever they lose). With the arrival of their reinforcements, however, the German die-rolls finally resulted in some much-needed dispatch points. As the British 1st and 2nd battalions consolidated in the city center and prepared for assaults on the road bridge and the pontoon bridge, the Germans formed a ring around the city and prepared to either smoke out the British, house by house, or starve them out.

The final attack

With nothing but the street lamps and gunfire to light their way, the paras of the 1st and 2nd battalion launched their final assaults. To ensure their flanks were defended, 1st battalion deployed rearguards to the east and the brigade's recon and AT units deployed in support as well.

With the German mechanized forces of SS-Pz A. A. 9 entrenched on the banks of the Neder Rijn, only two companies of 2nd battalion took up the task of dislodging them. The battle waxed and waned while the battle for the bridge farther south raged, but as night fell, the British paras of 2nd battalion retired unsuccessful. The Germans were suppressed and badly disorganized but in the darkness the British paras were unable to ensure their destruction.

The battle for the road bridge, however, proved more consequential. The paras of 1st battalion threw all caution to the wind and charged the flak emplacements guarding the approach to the bridge before the panzer pioneers of the Hohenstaufen division could reinforce them. The fighting was short and quick, and the hastily prepared assault successful. As the paras consolidated their positions, however, they realized the losses suffered in the initial charge were more serious than believed. Before the medium flak emplacement was removed -- the leading company suffered a step loss. 

The final counterattack

(At the time, I supposed that this was a worthwhile trade for the bridge).

As the final action of the game, the Germans, brandishing their one and only activation chit, sent two mechanized companies to take the bridge back. Their luck ran out very quickly. In the ensuing close combat, the British held fast to their positions on the bridge and the Germans took multiple hits with nothing to show for their efforts. 

At that, the scenario came to an end and the tallying of points began.

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Scenario VP Tally

The pendulum swings back to the Germans ...


To win the scenario, the British need to secure 15 VPs. If they do not, the Germans win the scenario. The three big sources of VPs for the scenario are: attempting a crossing of the rail bridge, securing the road bridge, and attempting to build the pontoon bridge. 

With heavy flak and KG Krafft covering the rail bridge, I effectively wrote that VP source off. Until my engineers were lost, suppressed and bloodied as they entered Arnhem, I had considered the pontoon bridge a viable source of VPs. Once directed towards the river though, I knew that VP source was lost, leaving me with the road bridge. With the bridge secured, that was 7 VPs right there.

Next on the list, the British AT gun had made it into an Arnhem city hex: +1.

St. Eusebius Church observation point secured? -- Add one more VP.

 And finally, add in 1 VP per two steps of infantry in Arnhem. With 15 steps in the city by nightfall, I was sitting pretty at: 7 + 1 + 1 + 7 = 16 VPs. I was praying the delay to 3rd battalion wouldn't screw me.

But it did.

For every step lost by the British, lose 1 VP. First, there were the losses to the mortars on the road to Oosterbeek after the firefight at the crossroads. Scratch one VP. And finally the losses at the road bridge. Trading a step loss for the Bridge, I not only lost an additional VP for having what would have been 16 steps of infantry in Arnhem, but the loss of a VP outright for the casualties suffered. At that, I was down to 14 VPs. Almost enough to ensure victory at Arnhem, but just out of reach for the Allies. With that, it's a definitive German victory, even if it means there's a lot of mopping up to do.

All in all a phenomenal scenario. Lots of replay potential here and a real conundrum for the British on how to win the scenario -- even when everything goes right. I'll revisit this one again for sure.

Mar 2, 2024

Blast from the Past! A Quick Recap of 88s at Zon - ASL Scenario S14

When I created the Supply Depot, I made a note under "Joe's Archives" about posting old posts onto AAR Central. Over the years, I created two blogs that both saw their end well before their time as well as a now defunct YouTube channel. As promised, from time to time I will make an effort to resurrect these old posts and photos. At a glance, you'll be able to spot these resurrected posts under the heading "Blast from the Past!"

So, for our first Blast from the Past, Joe has scrounged from the archives AAR Central's first ever post on Advanced Squad Leader! I'm pleased to report as well that I managed to scrounge up two lost photos from the original post. Without the additional photos, I'll add in a few supplements. 

This was the first post on Between Two Trenches and was one of the first ASL starter kit games that I played correctly when I made a concerted effort to properly learn the mechanics for the game. Only 16 at the time, it was a lot to bite off an chew.

The following post went live on January 19, 2017.

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ASL Scenario S14 was completed a while back and my notes don't seem to fill the gaps in all the information about the scenario, so this AAR will be a bit more condensed.  That said, let's get to it.

On September 17th, 1944, elements of the 1st and 2nd Battalions of the 506th Parachute Infantry Regiment were sent racing towards one of several important bridges, one being near the Zonsche Woods, during operation Market-Garden.  They made steady progress until they reached the village of Zon, Holland.  It was here that the Germans prolonged the American advance long enough to blow the bridge just yards away from the first American Paratroopers.  What follows is the recreated engagement of the German defenders and their elastic defense at Zon against the rapidly advancing paras of the elite 101st Airborne Division.

The Main Line of Resistance (outlined after the engagement)

The Germans set up with control of the high ground within the center of town and with room to maneuver and relocate to more favorable positions.  The above photo, however, does not show the disposition of either Flaks, which did not opt to set up HIP. With tactical placement in mind, the Germans allow for a rather elastic defense in this particular case.  With the main defense concerned within the confines of the town, the open ground to the right flank is held by the 8-1, LMG, 4-4-7 stack, a HS, and an emplaced Flak 18 on elevated terrain. The 16FP attack of the Flak alone is enough to deter American involvement in open ground, especially with hindrance from grain negated due to elevation.  This considered, the central 4-4-7 and 4-6-7 hold critical lanes of fire along the roads leading south across the board within the village itself.  The final key placement is of the 8-1 stack in the corner of the photo.  Should any American breakthrough be achieved in the urban sector, they are exactly 6MFs away from J3 to cover the final open ground south of the village for any squads/leaders attempting to blitz the exit. This would prove key to the Germans in the final stages of the engagement.

With their bases covered, the Americans entered on Turns 1 and 2, having any previous progress thrown back in their faces. The advance elements of the 1st Battalion are pinned and broken almost immediately.  Only the noteworthy direction of Sgt Highsmith keeps their progress alive.  Holding by only by tooth and nail, the Americans sustain harassing LMG fire from G7 and sporadic fire from the right flank Flak. It's only after Highsmith forces the elimination of a HS, charges through enemy fire, shouldering the bazooka '44 as he goes, and dies by the accurate fire of the hilltop 88, that his men are relieved by the 2nd Battalion 506th.

The relief is only temporary

Immediately upon entering on Turn 2, 4 of the 7 American Paratrooper MMCs break from strikingly accurate fire.  Attempting to force a breakthrough early on, the Americans are thrown back and Cpl Chacon from 1st Battalion is killed while linking up with 2nd Battalion. It's not until turn 3, nearly halfway through the scenario, that the Americans successfully regroup and prepare to advance their currently meager gains. During the DFPh, the Americans direct all available fire on the leader led MMG in O6 and successfully force them back.  Starting turn 4, the Americans push forward with all available fury.

Lieutenant Gorham clears the way for his paras, breaking the MMG stack. A lucky die roll placed the much needed smoke, and the fire from Cpl Grinke's squads failed to halt the renewed surge forward.

With the first Flak in sight, the squads spread out and advance into the buildings above. Gorham's squad closes the gap with Kreiser's men, and make short work of them. Down below, the support section advances in conjunction with Gorham.

Just as quickly as the Americans regain their momentum, they lose it once more.  With close enemy presence above, and their covering stack gone, the Flak 18 makes a desperate attack on Gorham's location.  The German crew swivels their CA to P4-O5 and fires an HE round into the building.  The stone walls crumple to their fire, and break the occupants within, including the elite Lt Gorham.  Sensing the threat of a 7-4-7 adjacent to their exposed position, the crew panics and fires an extra HE round at the adjacent building, declaring intensive fire.  The HE round faults in the barrel of the 88 and temporarily malfunctions the gun.


The 7-4-7 takes advantage of the defenseless crew. Of all things, they prep fire.

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Not only did I not advance the 7-4-7 into the lower level before the 8-1 stack on the right flank moved, their prep fire failed to even force a PTC.  Left unharmed, the German crew received more time to attempt repair of their 88 and the Americans lost the chance of exiting another 2 VP.

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During the MPh, Lt Johnson and his own squad blitz the exit and highlight the gap in the German defense, while exiting 4 of the required 7 VPs.  With the support section pinning Cpl Grinke's men, the only free German forces, the key 8-1 stack still holding the heights on G7, expend all 6MF to enter J3.

On the final turn, the Americans go for broke.  Most units declare counter exhaustion and attempt to draw as much enemy fire away from Gorham and his men, newly rallied by sheer luck.  The rear placed paras attempt to draw enemy fire and close with the enemy.  One squad is decimated by enemy point blank fire while another two run through orchards to the east.  With no room for error, Gorham sends his men south, and a lone German squad pins them before they even exit the village, let alone the board.  With no hope left but to avoid fire from the 8-1 stack, Gorham goes CX and advances through the last row of houses and makes for the exit.  Just one hex from exiting, the Germans fire.

The German DR is a 5.  This alone sunk my heart, but then I had to apply the DRMs.  -1 for FFNAM, -1 for FFMO, and -1 from Sgt Alonzo's leader direction. The result is a 2 on the 6FP column, a 1 KIA.  On the final die roll of the scenario, Lt Gorham dies just before he's able to clench the Allied victory.

101st Airborne Lieutenant Gorham falls far behind the battlefield, bleeding from the direct fire of a German LMG. Looking back with his last dying breath, he watches as the troopers he led fall to the fire of the last German stronghold and their one remaining Flak gun.  Defeated, the Americans lose their first scenario and fall behind the German tally.

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Tally

With the previous tally included from older scenarios, the Americans retain their one victory from scenario S4 while the Germans advance to two points.

For Defenders vs Attackers, the score ties up with Attackers 2, Defenders 2.

Casualties

The officers of the 101st Airborne suffered particularly high losses in this scenario, keeping only 1 of 4 alive at game's end.  Even while they lost the scenario, the Americans only sustained 32% casualties among their infantry while the Germans suffered a loss of 35%.  Taking squad losses into account however, the Americans did manage to lose the equivalent of a half squad more than the Germans (totaling 3.5 squads).

Recap

With future decisions taken into account, the Americans would have done themselves a favor to try and obtain modest gains on the first turn they entered.  Having moved into the open instead, they set their main attack back to the fourth turn after suffering a devastating blow from Grinke's men. Having abstained from advancing too far, they would have allowed for at least another turn to properly advance to the edge of the village before making a dash towards the exit.

For Future Reference ...

I've got the idea to award "medals" to individual leaders and squads for battlefield heroics at the end of the scenario.  Their appointment would be based on factors including battle participation, combat effectiveness, and so on.

One simple example would be the posthumous decoration of Lt Gorham with the "Distinguished Service Cross" for expert leadership and rally capabilities as well as his selfless action to sacrifice his own safety for the benefit of the American chance at a victory.

Either way, this one addition to the AARs will be made following the post of this entry.