After a relatively long wargaming break, the Hell's Highway article in the last TFL Summer Special worked miracles, waking my appetite to play this campaign with IABSM, the WWII company-sized rules of the TooFatLardies factory. An email exchange with my pal Alex at Club Dragón on Thursday and we were set to do some warming exercises with a small encounter scenario, taking place in Germany in September 1944, before attacking the campaign.
Location: Germany 1944
US forces have broken the Sigfried Line and penetrated West Prussia in the Eschweiler-Weisweiler area; all German available forces are sent to try stopping the gap. The German commander Werth and mission is to maintain control of two small villages (Werth and Scherpeensel) with a hastily collected group of infantry forces supported by some armour and AT guns operating in the area.
The US commander must take control of the village of Werth and exit through the north road. The attacking forces include two tank platoons and two mechanised infantry platoons supported by artillery and planes (full OOBs included at the end of this post).
Map, initial deployment and general direction of attack |
As the German player, I placed 2 infantry sections, the ATG and the FOO (120mm mortar battery) at Werth, the HQ section (including a HMG section), two infanrty sections and 2 Panthers at Scherpenseel and the two remaining infantry sections entering the road north of Werth acting as a reserve for deployment depending on the US axis of attack.
Game Table: View from North |
The US deployed the infantry in the center and the two tank platoons in each flank, launching a frontal assault on Werth with one of the the infantry platoons almost inmediately.
My dummy blind and the forces at Werth quickly spotted the US units and after a couple of turns were all out of blinds and deployed on the table.
Pak 40 in action! |
In the menatime, the other US tank platoon advanced under the cover of the hill south of Werth.
My two Panthers patiently waited for the Shermans to decrest the hill before unveiling their position and taking advantage of the higher firepower of their 88mm gun.
Panthers in Hunting Mode |
As expected the Panthers prevailed, but not before one of the tanks being seriously shocked and the crew losing control and abandoning the vehicle
The "Ronson" Effect |
US Infantry Detrained |
Final Stages of the Battle |
Excellent game but I must recognise (as the German player) to be extremely lucky with the arrival of the mortar barrage in a very critical phase of the game. We both agree that it was somwhat unbalanced in favour of the Americans and probably it would work best with one mechanised and one motorised (trucks) infantry platoons. The firepower of the ten 0.3 and 0.5 MGs was too strong and the Germans did not have enough support long-range firing assets to offset the Americans,
US OOB
COMBAT COMMAND B
3ºARM. DIVISION
Company HQ
BM 1: Captain Seb Springfield (Level III)
2 x M4 Sherman
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||
1st Tank Platoon
BM 2: Lieutenant M. Memphis (Level II)
1 x M4 Sherman
76mm
2 x M4 Sherman
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2nd Tank Platoon
BM 3: Lieutenant Tim Tulsa (Level II)
1 x M4 Sherman
76mm
2 x M4 Sherman
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1st Armoured
Rifle Platoon
BM 4:
Lieutenant P. Portland (Level II)
2 x Rifle Squad (10 men each)
1 x LMG Squad (2 LMG with 3 crew each)
1 x 60mm Mortar Team (3 crew)
2 x M3A1 Halftrack with 0.50cal HMG
3 x M3A1
Halftrack with MMG
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||
2st Armoured
Rifle Platoon
BM 5: Lieutenant C. Charleston (Level II)
2 x Rifle Squad (10 men each)
1 x LMG Squad (2 LMG with 3 crew each)
1 x 60mm Mortar Team (3 crew)
2 x M3A1 Halftrack with 0.50cal HMG
3 x M3A1 Halftrack with MMG
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Off-Table
Artillery
Four M7 Priests (105mm guns)
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Air Support
Roll D6, appears on a 5 or 6: fighters with
rockets
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The US player will have one blind for each platoon plus two dummy blinds
Victory conditions: take Werth and exit the table through north edge
GERMAN OOB
48/REG
12/ INF DIVISION (in Scherpenseel)
Company
HQ
BM1
Feldwebel Richard Zweigler(Lvl IV)
2 x MG42
tripod-mounted MMG (5 crew each)
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I/48 REG.
Zug One
BM2
Hauptfeldwebel W. Warsteiner (Level II)
2 x Rifle
Gruppe (8 men each)
2 x
Panzerfaust 60 (one per Gruppe)
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II/48
REG.
Zug
Two
BM3
Feldwebel G. Gevultzstraminer (Level II)
2 x Rifle
Gruppe (8 men each)
2 x
Panzerfaust 60 (one per Gruppe)
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II/89 REG.
PZ. GRENADIER (in Werth)
BM4
Stabsfeldwebel A. Asbach-Uralt (Level II)
2 x Rifle
Gruppe (8 men each)
Pak 40 (5
Crew) + 10t Tractor.
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Mortar
Section
FOO
Two 120mm
Mortars
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I/33 Pz.Reg. (deployed anywhere north of the dotted line)
BM5 Feldwebel
Richard Zweigler (Level III)
Two Panther D
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The German player will have one blind for each platoon plus two dummy blinds
Victory conditions: control Werth (major victory) or Scherpenseel(minor victory) by the end of the game
Greate AAR !
ReplyDeleteBest regards Michael
Thanks. Looking forward to seeing you painting some lovely WWII Swedish figures
DeleteReally enjoyed that AAR. Great maps btw, really enhances the report.
ReplyDeleteThanks Lee, the magic of PowerPoint
DeleteNice one!
ReplyDeleteThanks Paul
DeleteReading this IABSM fun down in Dar es Salaam - I know Benito, don't ask
ReplyDelete???? A couple of weeks ago in Spain/Portugal, now Africa... don't want to know your real job...
DeleteWerth? me suena ese nombre.....
ReplyDeleteDescaradamente copiado de un escenario de BKC diseñado por un ilustre miembro de nuestro club
DeleteMuy bueno el AAR. Una gran partida, por lo que leo.
ReplyDeleteReñida, reñida... mucha suerte con esa artillería, lo reconozco, pero "asín" es el azar
Delete