Δευτέρα 9 Μαρτίου 2015

FOW Armored Clash

FOW Resurrection..
Summer 1944, the Allies are pushing through the Cotentin Peninsula. A company of the US 2nd Armored is tasked with capturing a small but tactically significant village. What a coincidence, elements of a german Panzer division are closing to secure the crossroads.
Due to lack of space, the table was 4x3, reducing the possibilities of flanking maneuvers (or leading to that soft side 5 of a panther)
US Tank Co. (Turning Tide)
HQ -  2 Sherman
M32 TRV
4 M4 Shermans
4 M4(76mm) Shermans
Tank Destroyer Platoon (4 M10)
Rifle Platoon (3 squads)
Arm. Field Artillery Platoon (3xPriests)

Panzer Kompanie (Earth & Steel, but swapping PzIVs to StugIVs)
HQ - 2 StugIV
3 StugIV
3 PanzerIV
3 Panthers
Heavy AA Platoon (2x88s with extra crew)
Mot. Artillery Platoon (4x10,5 guns)

German Deployment (back row:Artillery-AA. Front: PzIV, Panthers, StugIV, CO-2iC between the units)
US Deployment (Infantry and M4s to the left, Priests to the rear, M4(76) and TDs to the right)
 2 Objectives are placed mid-table, to be captured past 3rd turn, mobile battle, prepared positions Rules.
Turn1
The Germans get the first turn and surge forward. Narrow lanes prevent direct shots, but the Panzers will be in stationary positions when the Americans make their move.
On the US turn, the left forces apply pressure to the opposite Stug platoon, infantry wades through the shallow river, while the tank platoon climbs the bridge and prepares for some stabilized shots. TDs cross the enclosed field ready to bring the M10s forth nexdt turn, while the 76mm Shermans move to target the PzIVs. All US shooting is completely ineffective, missing or bouncing against enemy armor. The Priests manage a ToT bombardment on the Stugs, but the enemies save. They should prepare for some serious pain..
Turn2
Except some minor moves, German armor, arty and 88s unleash hell against the Yanks. But this is when US Veteran rating pays out.. Panthers, PzIVs and Stug 2iC fail to hit the 76mm-Shermans, while on the bridge the combined fire of Stugs and 88s manages 5 bail-outs, and not a single burning Sherman! Asserting the situation, German artillery ranges on the advancing infantry and bridge-Shermans, but only kills the M32 TRV...
Turn2, an unsuccessful shooting phase for the Germans. (Poor recovery vehicle..)
During the US 2nd turn all hell breaks loose. CnC remounts and helps all other Shermans bail-in, what a Commander! The TDs are brought forth and brace the hedgerows, Infantry advances, confident that the opponent's tanks face more immediate threats rather than MG-ing them.
The 2iC throws a smoke-screen against a Panther. 76mm fire only bails a PzIV, but TD shots destroy the remaining 2 PzIVs of the platoon. On the lower part of the map, 75mm fire destroys one Stug and bails the other 2, forcing the German CO to take a risky decision. The northern PzIV platoon fails the test and flees. So does the southern Stug platoon. Their adjacent Commander, not wanting to be left with only 3 Panthers, joins them for a re-roll, but fails. The German force is left with only the Panther platoon as an offensive unit, and pulls the plug.
6-1 to the Americans
(It could be 5-2, if the Panthers did something on their next turn, but judging from their general performance.. next time Fritz! )
End Game.. A moment before the 2 German platoons fail their motivation and leg it