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Direct from Detroit

Played 27/02/2005

Date: 11 July 1944, 1645 hours
Location: Slightly north of Hauts-Vents, Normandy.
History: By late morning the attack of Panter Lehr's 902nd Panter Grenadier Regiment and its supporting armor had been stopped by determined effort by infantry and attached armor of the 30th  Infantry Division.  Though slightly delayed, the attack of Combat Command B (CCB) would proceed. By 1600, Task Force Z of CCB was advancing through the reckage of Panter Lehr's pre-dawn attack and moving south toward Hauts-Vents (atop Hill 91). Elements of the 902nd Panter Grenadier Regiment scraped defensive positions and prepared for the assault they knew would be coming. It had already been a long day for Panter Lehr; the commanding officer, General Bayerlein, was concerned that the men had not had a decent amount of sleep since before 9 July. The rapid advance to the front, the immediate night attack on the morning of 11 July and the intensive US artillery bombardment of Lehr's position throughout the night would put immense strain on the tired veterans of Panter Lehr.

German Orders: Prevent US victory conditions.
US Orders: Capture two of the three objective houses (identified on map below).
Game Length: 9-11 Turns.

A summary account of the battle, with rolling presentation, is available on the 'Battle Presentation' link immediately below. Many thanks to John Wolstenholme for providing so many great photos to choose from.

View a slideshow of pictures

Scenario Notes

The game had two main challenges. For the Germans there was only a small force to work with, for the Americans there was the solitary bocage bordered road for their vehicles to travel up.  Both proved challenging. The M8 sped through the German lines revealing the location of a number of units before quickly succumbing to the sole Panzer IV tank. Panzer Ed was on good form quickly acquiring and destroying his target. The loss of this tank early on to artillery fire was significant, as this mobile gun platform could have dueled with American Shermans and M3 halftracks.

It was unfortunate that the Pak 40 AT gun in the orchard failed to assert itself on the battlefield. A series of failed acquisitions and wild shots merely held up the Shermans for a couple of turns as they traded HE and AP shells across a field.

As the battle progressed it became clear that the road was going to be a death trap.  Panzerfaust fire effectively clogged the road, which also had burning German vehicles. With the limited number of German defenders the American infantry were able to move through the Orchard and assault the remaining objective houses.

It would have been interesting if the Germans had had another infantry squad to cover the orchard area. As it was they still inflicted losses on American armour in the dense bocage. The US crews were fairly lucky escaping with minimal casualties, though the lead Sherman up the road exploded. The US halftracks were once more used as mobile MGs while their infantry edged up to their targets in the orchard.

The tactical map below shows the main area of action. The American attack advanced from the top of the map to the bottom. Note the constricted route for the vehicles as the bocage prevents flanking.

Tactical Map

Rules Notes

The game once more used the excellent Disposable Heroes rules. We shall be using these for the next three scenarios. One of the great things about these rules is that they help the game to flow so effortlessly. I haven't picked them up since our last game, which was a month ago, and everything simply fell into place. We hardly had to refer to the book at all. Excellent.  I find it helped to create force and activation sheets to give players everything they need to know.

The MGs on the Shermans proved extremely effective once they had acquired their targets. Tanks using their pintle mounted MGs exposed commanders to possible retaliatory fire, so we have used a simple buttoned/unbottened optional rule.

It was also fun seeing the germans trying to take out Sherman tracks with the 2cm cannon on the halftrack. The rules really add nice detail and flavour to the vehicle combat.

The game was a victory to the Americans.

Victory Points

American VPs = 33 (+2 attachment credits = 5 credits for next scenario)
German VPs =  10 ( 1 attachment credit left for the next scenario)