Friday, June 17, 2011

La Gleize 20 PM AAR

This date was completed several weeks ago.

Again, this date was broken into two separate battles. In the north, the American gained no ground. In the south, things went a little better as a desperate fight for a ridge line developed.


First of all, the north. My plan was to bring on the armored infantry platoon, and throw a left hook around the woods, putting pressure on Oustalou from two sides. Several successful bog checks later, my half tracks had arrived in position.

 The problem was that by that time, they had managed to activate two reserve panthers which moved down the road and took up positions along the crest line. That was all it took to nullify that move. The infantry and crews largely dismounted successfully and took their weapons, but they were held corralled in the woods, with no way forward.
   Stalemate in the north.










Meanwhile, further south:

   Following a fairly effective bombardment, the Germans began withdrawing up the hill. The Americans pressed forward with 5 shermans and 6-8 squads,squeezing up the southern edge of the map.

  By this point in the game,
  it was only turn 2 or 3. The smart thing to do might have been to consolidate a gain made with little cost. But, that would mean sitting on my hands for another three turns, taking (and receiving) pot shots. What fun is that? I pressed for the ridge!
  
    A few shermans moved up adjacent to the woods around A38/B38. A 'schrek toting crew got very aggressive here hoping to get lucky and survive the shermans' assorted weaponry. They did not.

   That opened the door for some American infantry to move into the area.

       We pushed a sherman into the woods adjacent to a German foxhole position. Some more infantry climbed the hill and got into close combat, luckily avoiding ambush despite becoming CX on the advance.

   The sherman that got aggressive in the woods was lost, but it had drawn a German panther forward, where a bazooka squad was able to position for a side shot and take it out.

   In the melees that ensued, the Germans lost a 2-1/2squads, the American 1-1/2. But the Germans lost a 9-1 leader. On a subsequent turn a 9-2 would break and surrender.

   The Americans held the ridge. 





  





    

Catching Up

Will have more to post on the now concluded La Gleize campaign in the next few days.  I've been a bad blogger.

Friday, April 15, 2011

La Gleize 20th AM AAR

We both went idle overnight.

   For the morning attack, I bought another 5-pack of Shermans, and got ANOTHER flamethrower tank. I also bought two infantry platoons, the heavy MG platoon and a bombardment. The shermans and the infantry would attack into Bourgemont. The MGs would truck into the area in the south around the mill.

   We started off with a bombardment in the north. It didn't do too much damage. It did break a squad or two, and get a fire going that would eventually burn down a great deal of the town.

   Interesting note: using the historical weather, the heaviest mist level is in effect for this scenario. Because Very Heavy and Extremely Heavy Mist are LOS hindrances (not LV), there is no FFMO or interdiction. It makes this date a must attack for the US.

  The first move in the Bourgemont area was to try to clear the German infantry lurking near the map edge.  Since shermans are like nickles in this thing, I felt like I could take some risk. I entered the first tank and drove straight at the squad and leader  who were hanging around a few hexes east of the woods. That tank got all blowed up by a faust. Now that they were fired out, I entered the flametank and made the overrun. I 12'd out the FT on the first roll, but the squad and leader did break and scurry off in to the woods.

   A few tuns later, they would re-emerge to kill that same tank with another 'faust.  Flame tanks are not like nickles.

  The infantry moved in and broke a German FT squad who routed away, and got another DC toting squad to disrupt and surrender. The town of Bougemont itself was defended mostly by dummies and minefields, which did cause some casualties.



       The attack soon bogged down to a stalemate as the main German line proved tough to crack.The defense was anchored by a panther hull down behind a roadblock, and infantry who could fire from the tree line, then disappear into the woods when broken.



       In the south, I hadn't planned to do much attacking. With most of the fresh assets in use in the north, I thought that the mill would just be too tough to take.

     I brought my MG's on by truck mostly to try to guard against a counterattack on the bridge. Otherwise, my plan here was to lob some mortar rounds across the stream and hope to get lucky with a Critical Hit.

    I sent out a half squad of volunteers to retrieve a bazooka that had been dropped in the stream during the previous scenario. When they did so without incident, I decided to go knock on the door of the mill, and see if anyone was home.




    Dummies, and another minefield. Took the mill without a shot. Over the course of the next few turns we found out that three more German stacks in that area were dummies.  I starting pushing more infantry across the stream.

    Mid game the Germans made a half hearted counterattack towards a foxhole location north of the mill, sending a squad and a panther forward by armored assault. Just then, the good guys caught a break when the mist lightened up, bringing the panther's side armor into view of a sherman moving up the right flank of my bridgehead. Boom.

   Soon, that situation would roughly play out in reverse. I sent a squad forward with the other flame tank (also burned out) to try to take a foxhole location a little deeper into enemy territory. The tank was killed as the squad pushed forward into melee. When the Germans fired into the melee, the 6ML Americans broke, and the fanatic SS squad was unharmed.

   All in all, it was probably about a push. we both lost 3 squads of infantry. I lost two shermans, the Germans lost a panther. The attack in the north bogged down, but the mill fell into my hands unexpectedly. Still anybodies game.

Friday, April 1, 2011

Google Earth Detective

According to Charles MacDonald, on the night of December 23rd, Peiper received permission to break out from La Gleize.  Abandoning (and destroying) their vehicles, the column of 800 men set out on foot. Peiper conscripted two locals to serve as guides. 

"They led the Germans to a small wooden bridge spanning the Ambleve underneath the remains of a demolished railroad bridge."

This photo was placed on Google earth at point roughly due south of the Werimont farm area. No hard evidence here, but it seems likely to be the bridge described.





Thursday, March 24, 2011

La Gleize from the west


  This photo of a wintry "light mist" sunrise appears to have been taken from the north side of the La Gleize - Stoumont Rd, looking south and east. The high point in the center may be the Notre Dame l'Assomption church.

  During the CG scenarios of Dec 23rd, massive American forces will be pouring into town from this direction.

Sunday, March 20, 2011

La Gleize - Day Two

We played three turns of the 20AM CG date on Saturday. I didn't have my camera, and my phone pictures don't look very good. The short story is that most of the fighting has shifted north to Borgoumont and the road leading SW towards La Gleize.

   More to come.....

Friday, March 18, 2011

La Gleize - Day One

     I love ASL campaign games. But other than TOP SECRET playtests, I hadn't played a CG in quite a while. So when Jim asked if I wanted to take the American side in La Gleize, I accepted.

   La Gleize wouldn't have been my first choice. Although "broken" is a bit strong, I think this is a generally fair criticism.


The first 10-11 scenario dates the Ami is dancing around the German perimeter. The German can out buy the Ami for infantry for those first 11 dates and the Ami doesn't really get enough stuff to make a decent attempt at assaulting the German positions. Then on the last 2 dates the Amies get around 350 CPP to assault the German. Probably enough to do the deal.

In short, nothing much happens for 11 scenarios...then the last 2 scenarios the Germans are just a punching bag.

-- Tater


    That said, the ROAR results show a 6-3 advantage in favor of the Germans. The KGP campaigns cover a fascinating chapter of the war. And, it's ASL. How bad could it be?

   The opening battle is more like a tournament scenario than a campaign date. The Americans get five Shermans, an infantry platoon, and enough CPP for two more. The Germans get a few SS platoons, and 30 CPP. However, the German purchases must set up as reserves.

    My initial platoon entered and almost immediately started taking fire from a German LMG squad in a good up slope position in X51. Throughout the game the Americans in this area would exchange fire that squad, with the Germans mostly maintaining the upper hand.



    In Jim's early game, he moved a few squads across the bridge to try to take up positions east of the stream. I got a good turn 2 reinforcement roll bringing on my five Shermans. Seeing them roll up made the Germans think better of their move, and they high tailed it back across the bridge. Up north, Jim sent a few squads to run around Borgoumont and gobble up strategic locations.






    Soon my two purchased infantry platoons came on. I sent one platoon into the woods east of the stream, the other moved to capture the stone LVP bridge.

   Four shermans moved in to woods passing all bog rolls and creating some trail breaks. We managed to break a few of the main armaments, and also x-out the fuel on the flame tank. Still, there was enough firepower  to break and rout a panzerschrek toting half squad down into the stream .

   Jim got a successful release roll and activated a panther reserve that had been lurking nearby. The panther moved up and burned a sherman in the treeline with an advancing fire shot.



   My "bridge platoon" massed their firepower and broke the German squad guarding the bridge. A sherman
moved down into the stream to challenge the now rallied panzerschrek squad (and to duck out of the panther's LOS). The schrek didn't miss. Another sherman burning. The US mortars started laying white phos which allowed the flame tank to escape the panther's sights.





   With the cover of the smoke, two US squads crossed the stream and moved up adjacent to the Mill.  One  was broken by the panther's machine guns, the other moved into close combat. The US achieved ambush, and killed the German squad and leader, taking control of the LVP location. Huh. That went well!

   Then.

  In the bottom of the turn, the panther moved up adjacent to the mill building, got an improbable hit with snakes on the adv. fire shot, and the GIs would have to rout out of there, giving the building back.

   The German counter attack on the bridge did not go as well. A reserve-released halftrack and squad tried
a bold armored assault move, challenging the bazooka team who had crossed the bridge. The bazooka killed the halftrack, and the squad's fire broke the infantry.


   The Americans achieved the CG victory conditions with 10CVP. Would have preferred to have held the mill, but all in all, an acceptable opening.