Section Leaders:
Fionn Kelly & Madmatt

 

DYO After Action Report
Fionn vs. The US Cavalry

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German Commander - Fionn Kelly

German Setup

 

This DYO game was set up using V1.02 and V1.01 of CM and consisted of a 2000 points German defender defending against a 3400 point Allied attack.

 

 

My opponent is Chris Carnes, a Major in a US Cavalry Regiment, and we elected to play on a large computer-generated map featuring moderate trees, moderate slopes and dry terrain in perfect weather. I asked for dry terrain in perfect weather since I didn’t want the outcome of the game to hinge on one of our vehicles bogging down but wanted a game in which skill and only skill separated us.

 

 

Given 2000 points I, as usual, bought my tanks first since I, as I have stated several times, believe that a defence is, first and foremost, a defence against enemy tanks a la Soviet doctrine of the pre-war years. As Chris is in a cavalry regiment and thus inculcated in the value of reconnaissance I also expected to see a large number of reconnaissance vehicles probing forward for my weak spots. To help deal with these vehicles ( and the ever-present possibility of air attack) I bought a number of light FlaK platforms. I purchased one Motorised SS Panzergrenadier company (complete with 2 mortars and 4 HMG42s) as my defensive force and one Wehrmacht Submachinegun platoon as my counter-attack force. I also purchased a number of Panzerschreck teams with a view to setting ambushes for the enemy reconnaissance vehicles I expected to probe forward and purchased 2 x 81mm FOs and 1 x 105mm FO.

 

My total force comprised:

2 x Veteran Panthers,

1 x Veteran Jpz IV (lang)

2 x SPW 250/9s for counter-reconnaissance work.

 

2 x Veteran 81mm FOs

1 x Veteran 105mm FO.

 

1 x Veteran Motorised SS Panzergrenadier Kompanie ( 3 platoons + 4 HMG42s + 2 x 81mm mortars)

1 x Regular Submachinegun platoon.

 

2 x 2cm FlaKvierlings.

2 x 3.7cm FlaKs.

 

3 x independent Panzerschreck teams.  

 

Immediately upon viewing the terrain I realised I had made a severe error in my purchasing strategy. Since I have virtually never played on a large map before I VASTLY underestimated the amount of ground I would have to protect with the end result that I had for too little infantry to adequately defend. Even if I simply put my infantry in line abreast formation across the entire length of the line I was to defend I would have to leave a 100 metre gap in between each squad. If I concentrated my forces locally Chris could simply fix them in place and attack from all sides. If I dispersed my forces to defend everything Chris could simply achieve overwhelming local numerical superiority and snap my line at any location and time of his choosing.

 

My plan was simple and dictated by necessity… I had to bleed Chris’ formations white on the approach march. I couldn’t afford to stand and fight in any one location but would simply have to try to delay his forces and attrit them with long-range HMG and artillery fire. As his forces neared my positions I’d have to ambush them, inflict minor casualties and withdraw immediately before Chris could bring his main body to bear.

 

With that in mind I picked ALL of my HMG and FlaK positions with a view to maximising their fields of view and maximising the range at which they could open fire. And placed my infantry platoons with a view to enabling them to ambush the enemy and immediately pull back via covered routes to secondary positions.

 

If things go right my game plan is to :

1.      Bleed his infantry on the approach march with long-range HMG fire.

2.      Fire short bursts of artillery on any platoons which “bunch up” once the HMG fire pins their recon elements in place.

3.      Have each of my infantry platoons deliver a short, sharp shock from their initial ambush positions before retreating to secondary ( hidden) positions ( preferably reverse slope positions).

4.      Continue my ambush/retreat/establish new ambush strategy from new positions 50 to 100 metres from the previous ambush.

5.      Launch a counter-attack with my SMG platoon to “bleed off” some of his attacking forces. If I can rattle Chris a single SMG platoon attacking in his rear echelons might cause him to divert forces from his main body and thus give my MLR a greater chance of holding.

 

This gives me the greatest chance of preserving my infantry forces and whittling his down to something approaching parity whereupon I’ll stop retrograding and will fight it out.

   

 

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