Section Leaders:
Fionn Kelly & Madmatt

 

 

Riesberg

American – Riesberg
Turns 16 - 20

 

American Commander - Jason McGrody
American Movie Password -
BiteMe

Turn 16:

Orders:  As I said in my setup, once I’ve spotted the enemy the objective is to wipe them out as fast as possible.  The four spotted units must be destroyed as fast as possible before they get reinforced.

 

On the left, the two out of command squads are ordered to regroup with their HQ.  These guys have done pretty good destroying a mortar and 88 for only two casualties. 

 

My left flank is secure and ‘D’ Platoon is no longer need to back up ‘F’.  Rather, they need to rush over and support ‘G’ in case any more Germans show up.  The remaining Sherman on the left and the supporting MGs are in no position to provide support so they are ordered forward.  The MGs are to move near the ‘G’ HQ.  Since I am still a huge coward, the Sherman will again only creep forward about 75 meters.

 

There are four enemy units and I have eight that can fire on him – the four units of Platoon ‘G’, a Sherman, two mortars, and my Company HQ.   A squad of Platoon ‘G’ and the mortar and HQ on the hill targets the unit in town.  Considering the range, the most effective unit is likely to be the mortar (think, treebursts).  Although the benefit of having the squad fire is that I have fire from two directions.

 

The units in town are bunched so close together that it probably doesn’t matter who I fire at.  I can see a big square with three guys, a small square with three guys, and a small square with one guy.  My guesses are, the big square is a squad,  and one of the two small squares in an HQ.  The Platoon HQ and the other mortar (conveniently in place to provide support without having to move) target the large square.  The nearest squad and the Sherman target the small three man square.  The last squad targets the remaining enemy.  The units on the right are to hold tight until the Sherman arrives.

 

Action:  Turns don’t get much better than this.  I took zero casualties as the Germans mostly cowered and died.  The only return fire I received was two bursts from what turned out to be an MG42 in the town that has decided it has had enough by the end of the turn.   I identify another unit as a Panzerschreck team that breaks and starts moving back into town.  The three-man small square is eliminated before I can identify it, but it was probably an HQ, which leaves one poor German unit left in front of the town.

 

Watch squad G-1.  It was firing at the three-man small square, but because of the proximity of the larger unit it looks like he caused more casualties to it than the unit he was firing at.

 

When I first started playing CM I thought 60mm mortars sucked.  It was this game that changed my mind.  I love the little guys now.  They have a really high rate of fire.  They can have two shells in the air before the first one lands!  This turn, one mortar fired eight shots and the other fired eleven, causing a casualty to the MG42 form a treeburst.

 


This MG42 has had enough!

 

Since no other Germans appeared I guess it wasn’t really necessary to move Platoon ‘D’, but here they are anyway.  On the right, the Sherman should be in position next turn.  Because I am a coward,  when I planned the tanks movement path a few turns ago I decided the safest place for it would be if I swung it behind the wood buildings rather than send it down the road.  It actually has a better view to the two stone buildings near the road from there as well as having the infantry in front.  It will be vulnerable to a Panzerschreck shot but I don’t know where else to put it.

 

Turn 17:

Orders:  I’m surprised that so far the Germans have yet to reinforce any of the units I have spotted so far.  I did notice two foxholes near the MG42.  I think it is a bug that I could spot them, but then again, maybe they are empty.  In any case, my Sherman on the left has nothing better to shoot at so I target one of the foxholes.  Maybe there is something there or an enemy unit may move there.  The rest of my units that can target the fleeing/cowering Germans.

 

Action:  More dead Germans, no dead Americans. 

 


Their comrades are dead and soon these two will be too

 

The Panzerschreck goes down meekly to  burst of MG fire from a Sherman.  The MG42 manages to get away without incurring any more casualties.  My Sherman Area Fire managed to flush out a German unit which breaks and flees.

 


Flushed out squad under fire

 

Platoon ‘F’ hasn’t regrouped yet, The MGs haven’t moved into position, and the Sherman with MMG passenger isn’t in place.  It looks like next turn will be a turn to consolidate my position.

 

Turn 18:

Orders:  This turn is a turn of maneuver.  Platoon ‘F’ has LOS to two of the stone buildings so as long as he has units on the wall facing ‘F’ he can see me.  I don’t think he does as I think he is more worried about the two platoons and a Sherman knocking on his door. 

 

Platoon ‘F’ is ordered to rush forward to another copse of trees.  Now that Platoon ‘D’ is where it is, I leave them there so they can assault the front corner houses.  The 105 FO targets the stone building in the middle at the back of the town.  He has a two minute delay but since he is hiding his delay is more like four minutes.  Platoon ‘G’ is ordered to occupy the position previously held by the Germans in front of the town.  From there they will rush the front houses, which I’m guessing are empty.

 

There is only one enemy unit in sight, the fleeing squad the tank sent packing the previous turn.  The Sherman targets it directly.  I hope to get a few shots in before the squad moves out of LOS.

 

If all goes well, this turn should be uneventful.

 

Action:  All the movement of my units goes off without a hitch.  The Sherman manages a shot before to the fleeing German squad causing at least one casualty.  Then all goes quiet except for a few cries of ‘Go, go, go!’ and ‘Get movin’!’   Forty seconds into the turn a sound catches my attention, the ‘Pum’ of a mortar shell landing near Platoon ‘D’.  My units quickly get a sound contact from the woods at the back of town near my two hiding platoons.  I assume that this is the enemy mortar.

 


Incoming!

 

By the end of the turn, my units have effectively encircled the town.  I am incredibly happy with how things are going.  I’ve suffered four casualties and a knocked out tank.  My opponent has suffered the loss of about thirty men, one 81mm mortar, and one 88.

 

Turn 19:

Orders:  Next turn should be the turn the final assault begins.  Platoon ‘F’ has just about regrouped and will be in position to charge the stone building closest to them.  Likewise, Platoon ‘G’ should be ready charge the front row of houses.  The support MGs should also be in position in case the houses are occupied, which I highly doubt.

 

The FO is ordered to unhide to speed up the countdown.  My Shermans still have large quantities of HE left so I give all three area targets.  The one on the left targets the stone building between the two objectives.  The Sherman on the right targets the wooden objective.  I don’t actually plan on assaulting this area of town so I really don’t care if there are any units there.  The Sherman in the rear of the town targets the stone building objective with the big flag,  There is a cross in the building and I am convinced that the building houses units.  The range is 200m which is at the extreme range for a schreck.

 

Action:  The mortar sound continues firing at Platoon ‘D’.  I take one casualty and I guess I should consider myself fortunate that it is only one.  The MG42 reappears and lays down a stream of bullets at the 60mm mortar on the left.  Two men go down but since the mortar is down to four shells it doesn’t affect its combat ability (what little of it is left).

 

The Shermans fire away with their 75mm shelling the wood building in the corner to the ground.  I don’t think I caused any casualties, but the tankers didn’t come along to be sightseers.  The big guns’ countdown is down to fifty seconds by the end of the turn; guess when my assault is going to begin?

 

Turn 20:

Orders:  Nineteen minutes down and eleven to go and I haven’t even set foot inside the lovely German village of Riesberg.  Now is the time my men have been waiting for patiently.

 

Platoon ‘F’ is going to sit tight this turn and see what happens.  This platoon has pretty much done its job clearing out the left side of the map.  Platoons ‘D’ and ‘G’ are ordered to charge the buildings in the front row of the town.  While I’m almost positive no one is in any of the houses I still have three MGs and a Sherman in support just in case.

 

At the back of the town I decide to order Platoon ‘C’ to charge the suspected mortar position.  Platoon ‘B’ unhides in case any other Germans appear.  I order the MMG on the tank to disembark and move into the house.  I should have done this last turn but it slipped my mind.

 

Simple orders, but they will have a big impact on the outcome of the scenario.

 

Action:  The results of the turn were kind of a mixed bag.

 

I was correct in assuming that the first row of houses were empty.  The two platoons charge forward and a squad of Platoon ‘G’ takes two casualties from a German Heavy SMG squad that comes out of hiding.  Apparently, the Germans had set up an ambush of an MG42 and two infantry squads.  With only one unit left to spring the ambush it doesn’t really have much of an impact.  Although the enemy unit is a Veteran Heavy SMG squad, he doesn’t stand much of a chance against two whole platoons.

 


Another hidden unit exposed

 

I’m not particularly pleased with what happened at the rear of the town.  Before the assault platoon files out of the house a German unit appears looking like it is moving away from my units.  It quickly comes under fire and disappears as abruptly as it appeared.  What it was, I have no clue.  I don’t think my men cared either.  If it’s a Kraut they’ll shoot at it.

 

Since the entire assault platoon is Regular, the platoon gets underway after a twenty second delay.  They run down the stairs, across the road, and into the scattered trees.  All fine and dandy, but there is one problem.   The HQ is way out in front  and that leads to a very unfortunate outcome.  As the HQ exits the scattered trees, all four members of the HQ are gunned down quickly by two German squads hiding in the woods.

 


A tracer with the HQ’s name it

 


Same moment as the above picture from a pulled out view

 

I didn’t realize why the HQ was so far out in front of the rest of the platoon when I was playing this scenario initially.  After reviewing for this AAR I realized that the reason was fairly simple.  The HQ was on the bottom floor and the rest of the platoon was on the top floor.  All I would have had to do was give the HQ a pause and it would have been bringing up the rear and out of harm’s way. 

 

Things aren’t all bad for the now leaderless platoon.    They only took one other casualty and are facing only two squads (for now).  The platoon is either in or at the edge of the scattered trees.  Much better than ending the turn out in the open so they can get shot up like the HQ.  All I have to do is cancel the movement orders and open up at the Germans at 50m.  Plus, there is a whole other platoon as backup.

 

The Sherman’s main gun is disabled this turn by something I can only term an Act of God (and I’m an atheist!).  Having watched this turn over and over again from both the German and American perspectives I can only assume the Sherman was damaged by the most powerful sniper’s bullet in history.  The German unit in the stone building that is identified as Crew? Is the sniper and if you watch closely the damaging of the Sherman coincides with the sniper firing.

 

Overall, I’m happy.  Things could be a whole lot worse.

 

 

Movie Files

American Turn 16
American Turn 17
American Turn 18
American Turn 19
American Turn 20

 

Last Report

Next  Report

Opponents Current Report

Opponents Last Report

Opponents Next  Report