ASLWebDex

Campaign Game After Action Reports

A Bridge Too Far CG III: 17N

Hi Listers,

My weekly opponent Tom "I can't roll less than 10" Mueller and I wrapped up the 
first CG scenario of ABTF CGIII last night.  Let me just say that VASL with 
Netmeeting is fantastic.  Here's a little AAR and some thoughts about British 
and German strategy.

First impressions: in the first scenario (17 Night), the German player really 
needs to make sure he passes his personal morale check.  To put it bluntly, his 
forces will be stomped.  Piles of British squads will outnumber the Germans, 
and the Brits are stealthy while the Germans are Lax at night.  Makes for 
relatively easy progress for the Brits.

That said, the Brits probably should go for the kill; one goal for the first 
scenario I think has to be the elimination of as many German units as 
possible...ignore capturing lots of blocks since you'll have problems later 
defending them.  As long as you control one or two (preferably one will be 
Block H; it has to be at least uncontrolled territory anyway to avoid the 
German instant victory) at the end that's more than enough setup area for the 
next scenario.  But if you leave too many Germans alive, that more than 
anything probably will hurt you down the stretch.  We'll see how my plan works 
out as we play on.  :-)

My goals for 17N were twofold:

1.  Kill as many Germans as possible while sustaining as few casualties
2.  Capture Block H (the biggie), I (hold the south flank), and J (get right up 
next to the bridge).

Through tactical care and dice (hey, I'll admit it, Tom!) I accomplished goal 
1.  I inflicted 58CVP on the Germans, including 20 out of 24 squads and 6 out of 
8 leaders, and only suffered 2CVP (one 338 HS and one 248 HS).

I nearly accomplished goal 2.  As of the end of 17N, I control Blocks H and I.  
I nearly got Block J (it's Uncontrolled for the next scenario, which at least 
keeps the Germans from setting up there).  I also managed to get Block K (with 
the schoolhouse) to be Unconrolled.  This was key, since Tom had to then 
abandon his 50L which was set up in that block.

So, I have a numerical advantage in squads that should last a while; at least a 
few CG dates until I run out of CPP and Tom is able to build up reserves.

Tom set up a skirmish line in Block J from P16 (fortified both levels of that) 
down to P20 and also in Q22.  This contained a mixture of squads (3 436s and a 
658), dummies, and a wire in O21.  He had another line of 658s, 237 HSs, and 
dummies from O13 up through the buildings to O3.  Back in Block K he had his 
50L in S5, and some 658s in/near the T8 building with a spotter on the roof for 
a 50mm MTR in S9.  Tom bought one Volkssturm platoon (3 447s with a 6+1 leader 
and a LMG) and one SS engineer platoon (3 838s with a 9-1 and 2 DC and a FT).

I bought 4 Para Platoons (16 648s), 1 Glider Platoon (4 458s), 1 Commando 
Platoon (3 648 commando/sappers), and 1 Engineer Platoon (3 648 
engineer/sappers) for 26 squads. I came in in a broad line stretching nearly 
across the map.  I advanced through the blocks as fast as I could to reach his 
skirmish lines.  I didn't waste time running around blocks E, G, D, C, or F.  
To capture a block, you need to control all locations (hard when there's No 
Quarter eliminating Mopping Up) or have a non-crew MMC in the block with no 
enemy MMC in the block.  I didn't want to waste time running through locations, 
or waste men by stationing them all over the map.  Plus, a fast advance allowed 
me to have more time to kill Germans, *and* be able to ambush the convoy in the 
road from O9 to O6.  I got some big concealed stacks next to the road and 
blasted away.  The entire convoy was KIAd by the end of turn 4 or so.  The 
goofiest thing there was the snake-eyes on a residual FP attack on a truck to b!
urn it!  Key too was the elimination of the German MMG.

As I encountered the German skirmish lines, it became apparent to both of us 
that the Germans were severely outnumbered and outgunned.  Most of the Germans 
in the forward lines went down to CC as they were swarmed; the rest just died 
from multiple 20+ FP attacks.  Block H was captured pretty quickly.  Block J 
was tougher since I had to cross the O16-O21 road.  I parked my men across in 
Block I (N16-N20) and started shooting and trying to advance into the road.  My 
first attack was beaten back as one squad pinned in the road, and the other 
squad with a 9-1 made it across only to casualty reduce in CC vs an ambushed 
436!  Tom had a HIP 9-1 and LMG/658 in O16 (good move...HIP in OG at night).  
But I found it by trying to move there.  When I fired at the stack, the 9-1 
went Berserk, taking the 658 with it.  They were both killed in the ensuing MPh 
and CCPh.  A few more turns of "softening up" and I was able to make a good 
foothold in block J, but only just as Tom's Volksturm 447s!
 arrived.  The entire platoon and the leader died, but it kept me busy just 
long enough to allow a 436 in a cellar to stay alive and keep me from 
controlling the Block.

I parked my ATG in F21 to cover the bridge.  This way, I got a shot at the 
German Armored Car that enters on Turn 5 (?).  With a 6 to hit, I figured it 
was worth a try.  It worked, and the Gun destroyed the AC as soon as it entered 
the map.  With the German unlikely to buy any AFV the first scenario, that's 
the best thing to do with that 57L I think.

While the fight for Block J was going on, I was basically just taking potshots 
across the ramp from Block H to Tom's stuff in Block K.  Through this I managed 
to finish off the remnants of the Convoy and to force back a few units.  This 
allowed me later to sneak a 338 and a 458 into the Schoolhouse (in hexes S11 
and T11).  Tom rushed the position first with a 658.  The 338 took a 3+0 shot 
and rolled a "3", breaking the 658.  So, Tom figured (not unreasonably) that 
rushing it with an LMG/838 would do the trick to get me out of the School.  He 
got into T10 and the 338 fired SFF adjacent for 3FP+2.  I rolled snakes for a 
1MC and Tom rolled boxcars for a CR!  In the DFPh, my 458 fired at the 
remaining HS for 8+3 and rolled a 4 for a 1MC, which Tom failed, and that was 
the end of the 838.  The 338 and 458 were later nominated for high battlefield 
honors and medals!

So, for the start of the next scenario, the Germans have only 4 squads to set 
up on the map (2 838s and 2 658s) with a 228 crew, a 9-1, a 7-0, 2 DC and 1 FT. 
 The 50L, 4 LMGs (one malfed), and a 50mm MTR are in uncontrolled territory.  
The Brits have 25 squads, the 57L gun, and the 76mm MTR, along with nearly all 
their SW (I lost a LMG, but managed to replace it with a captured German LMG).

But, now comes the really nasty part of the CG for the Brits.  The Germans can 
start entering practically anywhere they want too, north, south, east, or west.  
And I'll start to run out of CPP after the next couple of CG Scenarios as the 
Germans continually gain in CPP.

This peculiar facet of the CG lead me to my Scenario-1 tactics.  I figured if 
I can finish the first scenario with an overwhelming advantage in squads, it 
would take the Germans a lot longer to build up enough to make some effective 
attacks.  This meant that I was perfectly willing to forgo capturing some of 
the easy blocks in order to keep more troops fighting.  It also meant that 
although I didn't really have to worry about it, I was not going to make 
attacks just simply to gain territory, and was certainly loathe to trade 
squads.  This is why I sat on the edge of Block H for several turns and took 
potshots at Tom's SS Engineers and 50L across the ramp in the northern part of 
Block K.  No way was I going to frontally assault that even though I could 
have.  What probably would have happened was that I would have lost a few 
squads in order to kill a few squads.  This is not worth it, IMO, since the 
Brits will be so hard-pressed for every MMC later in the CG.  Instead, I force!
d the Germans out of Block K by making it Uncontrolled Territory.

Fun so far!

Mike


Michael J. Licari
Assistant Professor
Dept. of Political Science
Binghamton University (SUNY)
http://bingweb.binghamton.edu/~mlicari/

Next Date this CG



This page last updated 2/20/00
Submit your AAR/comment