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Morning of the 902nd

Played 22/01/2005

Date: 11 July 1944, 0430 hours
Location: Slightly north of Hauts Vents, Normandy.
History: On 10 July, attacks by Task Force X, of Combat Command B (3rd Armored Division) were halted just short of Hauts Vents by a determined final stand of Kampfgruppe Heintz. That evening, 3rd Armored units withdrew to their camps while the 30th Infantry Division was left to hold the line until morning and the re-initiation of the Allied drive.  For the Germans, the delaying action of Kampfgruppe Heintz allowed just enough time for the 902nd Panzer Grenadier Regiment, Panzer Lehr, to enter the line after dark on 10 July.

By 0400 the 902nd was prepared to advance to the north in attempt to move from Hauts Vents to Le Rocher (about 1km north of Hauts Vents). The Commander of the 902nd, Oberstleutnant Welsch was assigned supporting armor for the assault and the combined force formed together as "Kampfgruppe Welsch". The German forces would attempt a pre-dawn break-up of the expected US advance (Combat Command B, slightly to the east, was preparing a final drive in concert with the 119th Infantry Regiment) to delay the US juggernaut for another day. The German  forces are already exhausted, have been in the line too long without sign of relief, and under constant air and artillery attack.

German Orders: Capture two of the three objective houses (identified on map).
German Exceptional Victory: Capture two houses and the Manor
US Orders: Prevent German victory conditions.
Game Length: 12-15 Turns.

A summary account of the battle, with rolling presentation, is available on the 'Battle Presentation' link immediately below.

View a slideshow of pictures

Notes

The huge main main column that formed the armoured attack by Panzer Lehr caused immediate consternation and despair  to the american tactical commanders. An impressive number of main battle tanks, motorised support, and hanomag infantry poured down the main road and then split at the fork in the road to form a pincer attack to take the objective houses to the north.

The attack went in just before dawn, thus using Night modifiers for fire. The americans had set up a flexible forward defence, which could fall back to further lines to the north. Their Shermans and MMG were on 'Tripwire' to take out german forces that strayed onto their sights.  Bazooka teams were pressed forward to thwart the main attack. These were fairly unlucky not to cause more damage than they did. The lead panzers took several hits but kept on rolling forward.

Overwhelmed, the defending Sherman to the west was repeatedly hammered by AP shot and was eventually destroyed having slightly detained the westerly attack. The eastern Sherman sought to use the bocage blocking LOS to shake off acquisition attempts and preserve itself to maintain the defence. It brewed up when surrounded by Mark IVs as it backed away firing.

The M10s had arrived from the North on Game Turn 4. They deployed south of the Manor to hold the line and dueled with the lead panzers. They managed to immobolize one Mark IV and destroy another, before they themselves were overcome. Had they been luckier in the placement of their shot they could have had more of an impact. They seemed to find the best points of armour protection on the german tanks and succeeded all too frequently in scoring glancing hits that failed to destroy their opponents.

The american infantry fought doggedly, with the notable exception of the odd unit that repeatably failed to Rally. Faced with a range of heavy support fire and well equiped panzer grenadiers the americans were worn down by the ferocity. The arrival of the Mk III Flampanzer was perhaps the last straw. As the flames licked into the objecive house they broke and ran to the north easterly house only to be destroyed by tank HE fire. Throughout, the american 2nd squad, which had arrived by truck on Game Turn 5, continued to loot the northerly manor house, filling the truck with antiques and emptying the wine cellar. They dissappeared with their swag as the game ended before the manor could be assaulted.


The Disposable Heroes rules worked exceptionally well. They are a real find!

The capacity to execute a 'sneak then fire' simulated well ambush attacks from bazooka teams as they sought to blunt the armoured attack. There was some thought that the vehicle rules made it too hard to destroy a vehicle. The combined percentages when you factor in acquire, fire, location, weapon penetration, and penetration table die rolls meant that you had, cumulatively, limited scope to really 'one shot destroy' a tank. It was insightful that as soon as daylight arrived (about game turn 9) vehicles started to brew up as they were more quickly hit. It's also fair to say that this observation came from the americans as they failed to consistently penetrate german armour with the weapons they had been given. The M10s were unlucky.

There was also some discussion that, compared to Arc of Fire rules, the infantry were easier to spot when in prepared defence. To a degree this is true, however the capacity to use move and fire options also enabled the infantry to spend time out of the firing line to re-emerge to continue fire. The interaction between movement and firing was seamless and flowed well. I also included a 'hidden deployment' rule that meant that the defenders didn't have to reveal themselves on the table unless enemy infantry were within 12" (snap fire range) or within 3" of enemy tanks.

The infantry game was chartless and swift. There were only a few counters on the table to denote 'pinned' results of fire. Activations, penetrating hits and acquisitions were all noted on an 'activation sheet' and force sheets. The uncluttered table thus stayed gorgeous, unlittered by chits and counters.

Players commented that the rules helped deliver a battle that 'felt right'. I cannot think of a better accolade!  We'll be continuing to use the rules in subsequent games.

The tactical map below shows the main thrust of the Panzer Lehr attack and the position of the american support elements.

Tactical Map

The game was a victory to the germans, who made good use of their superior numbers and rode their luck. 'Panzer Ed' was particularly aggressive, fearlessly charging forward throwing AP and HE to left and right. The americans played skillfully. Unlucky not to cause more damage, they made best use of terrain to try and leverage as many opportunities to hit the enemy.  Night conditions hampered them more as they had less units to fire, and their weapons were generally less effective than their german counterparts.

The game looked gorgeous (see presentation above), was played in a good spirit, with a set of rules that showed great promise, and provided a believable outcome that did all the players justice.

Victory Points

American KIA = 35 (9 in vehicles)
German KIA = 17 (3 in vehicles)
American VPs = 17
German VPs = 40 (plus 2 attachment credits)