Tension

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Battlegroup Scholze

Played 23/10/2005

This was the campaign finale, and it proved to be a real cracker. Both sides thought that they could win it, and the final outcome was indeed extremely close. At first the Germans thought they could push their Panthers through to victory. Fatalistic Americans ate their ham sandwhiches, certain they were to simply place Shermans in the way to watch them go up in smoke. An hour into the afternoon session the game was on a knife edge with the balance swinging to the Americans. In the end the Germans just came up short and the Americans held.


Date: 11 July 1944, 1330 hours
Location: Just south of le Caplainerie, Normandy.
History: Throughout the morning, the bulk of 2nd Battalion, 901st Panzer Grenadier Regiment followed its recon elements north, along the road from le Hommet-d'Arthenay to la Caplainerie escorted by armor from the 1st Battalion Panzer Regiment 130. The drive north, an effort launched in parallel with a similar effort toward le Desert, was to meet at Ste. Jean de Daye with the German attack from Hauts Vents. The main axis of attack was focused on the boundries between the US 47th and 39th Infantry Regiments (the attack to le Desert broached the barndry between the US 9th and 30th Divisions). Throughout the moming, German columns ran into ad-hoc, though stiff, resististance as they clashed in the bocage with US infantry and attached tank destroyers.  Some German  tanks became separated from their supporting infantry adding to the confusion of the morning. Soon after 1200, the German attack was reorganized and pushed forward toward le Capainerie under the command of Major Scholze, commander of the 901st Panzer Grenadier Regiment. 

German Orders: Exit four armored vehicles off the north board edge.
US Orders: Avoid German victory conditions
Game Length: 13-16 Turns.

A summary account of the battle, with rolling presentation, is available on the 'Battle Presentation' link immediately below. Many thanks to Andy for providing some really good photos to choose from.

View a slideshow of pictures

Scenario Notes

The game was mayhem. I think it was painful for the players. At lunch the Germans thought they were going to win, or at least were doing very well, whereas the Americans thought they would put their vehicles in the way to watch them burn and were downcast.

An hour and a half later everything had changed. The two M10s on tripwire had caused problems taking out the lead Panther (of four) and managing to slow another one. The Shermans arrived. In clogged bocage lanes the Panthers were being engaged at point blank range by Shermans, one managing to get into the rear rolling up behind some halftracks too.

The Germans managed to get three armoured vehicles off out of the four required. A narrow victory to the Americans then, in a game that genuinely swung back and forth. Once again it closely matched the
historical outcome; as I read it out it seemed to resonate with the game we had just played. Either side could have won, which made for a very satisfying game.

Rules Notes

The game once more used the excellent Disposable Heroes rules.

A word on the armour rules:

They are a couple of levels more detailed than the infantry rules. It takes a maximum of either 4 or 5 die rolls to determine the outcome of a shot:

1. Acquisition: if you've already acquired and opponent hasn't shaken it off then this is not necessary.
2. To Hit
3. Location - Did you get a track area with low armour or smack it on to the mantle?
4. Penetration - how solid is your hit? Is it a glancing blow? or did you get a full on hit?
5. Having penetrated what is your effect? Instant explosive kill? Take out some of the crew?

Personally I like this and it created some interesting effects in play. The Sherman struggled against the Panthers. Even when they hit they started to realise that even a high penetration roll would bounce off the front armour. I think the cruelty of the system was that they had effectively succeeded on three rolls (acquire, hit, potential killing
location) only to watch their fourth roll bounce harmlessly away...

Conversely, twice Panther L70 cannon shots did not immediately destroy Shermans; they simply weren't sufficiently square on. Taking a step back the results felt good, and believable.

But I was conscious that one player in particular was looking for something with less die rolls and therefore less detail and more abstraction. You certainly could take out some of the layers above and still have a satisfying game. You'd simply be taking away some of the detail and combining some factors for a more quick play feel. Personally I like the detail and wouldn't want to change anything for my games. We played out a battle with 4 Panthers vs 2 M10s and 5 Shermans, along with some other armoured vehicles, on each side in about 5 hours.

The game was a close victory to the Americans. Although the Americans took more casualties they just managed to preevent the German victory conditions so bagged the extra 5 VPs for a victory and won the campaign.

Victory Points

German VPs  = 18
American VPs = 21