Section Leaders:
Fionn Kelly & Madmatt
Riesberg
American – Reisberg
Turn 6
For the purposes of this AAR, I have
assumed the personality of Capt. Turner, unit A-0.
PASSWORD
FOR MOVIES = fo4
Save
this link for turn 6 movie file
Orders
– Turn 6
CHARGE!!!
Baker, Charlie, and Fox Platoons are ordered forward.
Baker and Charlie into the first row of houses (1 squad per house)
and Fox in a broad sweep around the right.
The tanks are told to advance through the smoke so that they have a
clear line of fire to cover the advance.
The heavy weapon teams that do not have a good LOS into the village
are also ordered forward. Dog
platoon will continue to wait in reserve on my flank.
The mortar-less mortar crew will go back and wait with them.
I don’t think he
has any troops in the houses I’m charging into because they would have
started firing at me already. If
they are hiding in there, I’m confident the covering fire from the tanks
and machine-guns will suppress them when they do show up.
Nor am I concerned that the AT gun can see my tanks where I’ve
ordered them to go. My main concern is the AT gun on the left will target
Charlie’s HQ section before it can get into the low ground along the
road and wipe him out.
I’m still not
sure how I am going to deal with that gun though.
My tentative plan is to fire one more minute of arty into the woods
behind the town while I’m advancing.
Then, Lt. Jared target the gun and sneak left to observe the fire
before it starts to fall a few minutes later.
The problem with this plan is that it is going to some time to
develop. In the meantime,
I’m going to have to be very conscious of the gun’s LOS and stay away
from it because if it is an 88, it can kill anything it sees.

The final advance into the town.
Action
- Turn 6
It’s
hard to know where to begin. The
one thing I was worried about (the AT gun) turned out to be a non-factor.
But our guys took a real beating this turn.
I can’t help but wonder if I should have waited a couple more
minutes and given my tanks a chance to soften the Krauts up a bit more.
Well,
lets just go from left to right. Charlie
platoon took the most damage this turn.
As of right now, they are still an effective combat force (barely)
but they probably won’t be in another minute.
The AT gun finished off the panicked Charlie squad with a couple
more shots but he never targeted my HQ section.
I’m more convinced than ever that it’s an 88 but I still
don’t know it.
<
At this point, these two squads have only lost 3 men between them.
In another second, they’ve lost a total of 10.

I think there is an unspotted unit waiting for Sgt.
Williams in the house.
Baker platoon
didn’t fare much better. They
lost 10 men including their attached bazooka team.
But since they spread their casualties between three squads, they
still have some fight left in them.

Lt. Babbit leading from the front. This
is one reason why officers have such a short life expectancy in front line
infantry units.
The
tanks and heavy weapons were helped out some but I was thinking they would
be more effective. Now that I
have several more Germans in sight, I’m confident they can inflict a lot
more damage next turn. A
panzerschreck team sighting was made in the village so my tankers still
need to be careful.

Sgt. Calder in Victor-1 brings his tank out of the smoke looking for
targets.
The
one thing that went well this turn is Fox Platoon’s flanking maneuver
around the right. They
didn’t lose any men. At
least I have Dog platoon still in reserve and another platoon supposedly
on the way.

Lt Brown leading Fox Platoon around the enemy’s flank.
“Butcher’s” Bill
| Unit
|
Casualties
this turn
|
Total
Casualties
|
| Able |
0
|
0
|
| Baker |
9
|
12
|
| Charlie |
12
|
22
|
| Dog |
0
|
0
|
| Echo |
0
|
0
|
| Fox |
0
|
6
|
| Tare |
1, 1
bazooka
|
3, 1
mortar, 1 bazooka
|
| Victor |
0
|
0
|
|
|
|
|
| TOTAL
|
22,
1 bazooka
|
43,
1 mortar, 1 bazooka
|
|