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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 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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