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Section Leaders:
Fionn Kelly & Madmatt
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DYO
After Action Report
Fionn vs. The US Cavalry |
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German Commander - Fionn
Kelly
German Turns 11-15
This
turn was extremely interesting from an intelligence-gathering
perspective.
On
my right flank I have identified an enemy unit in the front-line as
being a platoon HQ. Its position is such that it cannot be easily said
to command any nearby infantry BUT it is positioned at the “pivot”
of the enemy’s widely-flung recon screen.
If
I had to guess I’d have to say that Chris has deployed one platoon
for recon purposes. One and a half squads are moving up my extreme
right while the other one and a half squads seem to be guarding the
enemy thrust’s left flank. Apart from this widely spread recon
platoon I have definitely identified three FULL enemy platoons
advancing behind this screen. Overall though I’d have to say that my
enemy force estimate on my right flank is now 2 companies. This
thoroughly terrifies me since I only have two platoons to defend with.
I am really going to have to open up at long range and hope to severely
attrit Chris before he gets close. If he gets close to me he can simply
overwhelm me ( especially since Chris is very good at laying
firebases).
On
my left flank I’m definitely ID’ing two platoons so I’d have to
say that Chris has a company
there but just hasn’t shown me the third platoon there. MY single
platoon is going to have fun holding off a US company. Still, this is
all good training for fighting on the Eastern Front in CM2.
One
of Chris’ half-tracks tries to make a dash across my rightmost
Panther’s line of fire following
the same route as the Sherman 76 did a minute or two ago. Unfortunately
for the M3 my gunner must have woken up a bit more by now since he puts
an AP shell right through the side of the M3 and destroys it.
Meanwhile
‘s Panther has reversed out of its previous position ( which was
being smoked by Chris’ artillery) and is moving to take up a position
overwatching the likely American routes of advance on my right. This is
a good example of how one should ALWAYS site units with a view to SAFE
displacement to alternate firing positions. This Panther could reverse
from its previous position, enter full defilade, and then manoeuvre
either left or right to alternate firing position all without being in
the enemy’s line of fire until it entered its new firing positions.
During
the twelfth turn my HMG42s on my left flank fully enter the game. Their
positions are excellent for bringing fire to bear on the American
infantry as they advance and I’m going to pour the fire on
continuously from now until whenever my HMG42s have to displace. I also
notice an American half-squad taking up position in a house and decide
to let my Jpz IV shell it. I always like seeing my enemy enter
buildings because it gives me a great discrete target to area fire at
and gives me a guarantee of causing casualties. Every time a house
comes down you can just guarantee that you’ve caused at least 50%
casualties to everyone in the house. After a few rounds the house
bursts into flames and the infantry half-squad races out of it leaving
3 of its men behind. My SPW 250/9 continues making a nuisance of
itself. It isn’t doing any real damage obviously but it sure is
paying for itself in terms of nuisance and gaining info on the
enemy’s strength.
I’m
quite happy with how most of the game is going so far ( except for the
fact that Chris bought so much infantry of course ;) ) but this turn
deals me an absolute disaster. After managing to penetrate the front
turret of the enemy M36 my rightmost Panther has its gun damaged by a
return shot. Truly the Gods aren’t smiling on me today. I’m now
down to 2 serviceable tanks and have lost roughly 40% of my total
on-map direct fire HE capability. Chris probably has 7 or 8 tanks.
Being outnumbered 2 to 1 isn’t so bad but 3 or 4 to 1 is a different
matter entirely. What’s even worse is that this Panther carried
enough HE to really mess up an entire enemy platoon but now it won’t
be available to attrit them as they close. Ah well, one must greet
disaster with equanimity lest it unbalance one’s play.
Over
the next turns you may be a bit surprised to see me keep my Panther in
the front line. I am doing this purely for its value
in terms of misdirection. Chris will certainly understand at
some stage that it is damaged and no longer a threat but by shuttling
it around he may lose track of it and mix my functional Panther with my
damaged one. This would give me a tactical advantage. The chances of
this are small but in a game as tight as I expect this to be one takes
whatever straws one can grasp.

I
have inserted this picture here to show one of Chris’ platoons
advancing. As you can see this platoon comprises 3 squads, the HQ
element, a mortar team and a bazooka team. It appears that Chris is
attaching his mortar and bazooka elements to his forward platoons. This
provides me with some valuable intelligence. He obviously believes in
homogeneity and isn’t saving his mortar teams to utilize en masse
against one specific portion of my front.
Unteroffizier
Steinbauer’s Panther advanced over the crest of the hill and took a
Sherman 76 under fire. Of course, as befits my luck with Panthers it
managed to miss every time ;). Elsewhere I lost a 3.7cm FlaK to Sherman
main gun HE and managed to drop some 81mm arty on some woods on my
right flank but I don’t think I even caused a single casualty. I
usually advance much more quickly than Chris has been and I think
that’s throwing my timing of arty off.
By
the end of the fifteenth turn things are heating up.
I
have identified 5 enemy platoons in the first wave of units on my right
flank with at least one, possibly two, platoons following up a couple
of hundred metres behind. Interestingly enough he is bringing an M7
around to bring direct fire to bear on the infantry platoon I place in
tank-unfriendly country. Unfortunately for him I DO believe in covering
my infantry units with AT-capable units. My 2cm FlaKVierling should
take care of that quite easily next turn.
On
my left flank Chris keeps advancing and I keep pouring MG fire on in
the hopes of convincing him that maybe he should stop and eat some
chocolate. It doesn’t seem to be working so far though ;).
Trivia
question: You have a company-sized defensive position along with two
combat-capable tanks. You have identified a MINIMUM of ten enemy
platoons ( quite possibly up to 12 enemy platoons) heading towards your
position. 7 enemy platoons are advancing on your right flank, which is
defended by only two of your own platoons. 3 enemy platoons are
advancing on your left flank, held be only 1 friendly platoon. You are
outnumbered roughly 3 to 1 in tanks. You have ONE platoon in reserve in
a central position. It could
a)
Move left and make your left flank completely safe or
b)
Move rightwards and reduce the extent by which you are
outnumbered there. An extra platoon on your right flank would give you
some ability to recover from any errors etc.
Which
option do you choose?
Correct, you choose the hidden third option… You decide to launch an
attack using your reserve platoon to kill those FO's which have begun
really annoying you with all this smoke they keep dropping all over
your Steinbauer’s Panther. You then decide that once the FO's are
killed you’ll swing the SMG reserve platoon rightwards and hope to
draw some heat from the enemy’s primary attack. It’s an aggressive
decision which has its basis firmly in aiding the defence by:
a)
Killing FO's.
b)
Occupying some of Chris’ follow-on forces.
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