RILEY'S ROAD CG
19AM
INITIAL THOUGHTS
Well, this should be a walkover… I have
48 squads, 16 tanks, 3 wasps, 20 RAM’s and 3 carriers to his 20 squads, 4 MG’s
and 4 88mm AT guns.
I did not do as well for leaders as I would have
liked, only gaining one –2 leader
for one of the companies on the 2nd wave. I rolled an ‘8’ for the HQ
company which, with the –2 drm gave me a 9-1, 8-1 and a 7-0 but I was hoping for
better.
This game is all about Location Victory Points (LVP’s) and I
know I need to be brutal in game 1, I am going to try a coup de main
with my 3 wasps and 3 carriers each with a half squad as riders on the carriers
scooting down rows ‘A’ and ‘B’ and trying to get into the Ebben area to quickly
encircle his troops and pick up the 6 LVP’s that are spread from there across to
the AA24 (Southern) crossroads. I will also have a few squads enter on board as
riders on tanks so my second wave can have some of the mobility offered by the
RAM’s (which are recalled as soon as they unload their passengers) and might try
a dash along row ‘JJ’ and on to the Schwannenhof. The rest of the LVP’s are
pretty close to my entry areas and so I will just have to grind it out in that
area and rely on my superior numbers.
My barrages are in H7 going to H21,
R7-R23 and GG5-GG23 with all of them moving twice per turn as this is a battle
of mobility and I need don’t want them getting in my way.
In retrospect I
should have started the 1st two barrages in H8 and R8 so my RAM’s
could move their full MP on turn 1 but I was worried the barrages would error
and miss the crest line of the ridge around row ‘10’. I doubt he will start on
this crest but I needed to be sure none the less, that means my troops (other
than the coup de main party) will be crossing the ridge on turn 3 but
they have limited objectives and I am not too worried about them, besides, if
the coup de main and Shwannenhof troops achieve their objectives anyone
left behind will be assailed from 4 sides next game if I need to
attack.
The rest of my turn 2 troops will split into their 2 companies
with one reinforcing the Milk Factory attack which will move on to take N18 and
U17 (the Upper Houses) while the second company will attack the EE10, MM10 (the
Lower Houses) and JJ11 (Kalkar Crossroads). That only leaves H10 (the Goch
Crossroads) to be mopped up. This game will all be about the 88’s – if I can not
neutralise them quickly by fire or smoke I could take some massive losses, for
that reason my 4 Sherman firefly’s will enter on turn 2 with riders but will
only be battlefield taxi’s as I need their 76LL guns for when he counter attacks
with Panthers so they shall not be risked although their Smoke mortar will come
in handy. That’s the plan but it all depends on his setup, obviously a valuable
weapon like an 88 will have infantry support so I will assume that his 88's are
near his big clusters of troops and this may change my plan.
THE MAP
We have named various areas on the map to give it a
more historical feel, these names can be found on Legions website – where you
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I have also decided to keep my guys in
companies and use the real leaders names where known as I love organising
things….
Company ‘A’ and ‘B’ are comprised of 5x
4-5-7’s and 5x 4-5-8’s.
Company
‘A’ CO Major Bostwick (8-1)
Company ‘B’ CO Major Dunc kennedy
(8-1)
Company ‘C’ is comprised of 9x 4-5-7’S
and 4x 4-4-7’s.
Company ‘D’ is comprised of 10x 4-5-8’s.
Company ‘D’ CO Major Frogett
(10-2)
Engineer platoon CO Lt. Wight
(8-0)
Battalion CO Colonel Whittaker
(9-1)
Like I said: I didn’t do well for leaders
with most of my company commanders being 8-1’s.
HIS SETUP
WOW!!! Nearly all his troops are set up
on the left (western) side of the board only leaving 11 counters on or east of
row ‘W’ this seems too much like a trap to make me attack in the east – but I
will anyway! He only has 5 counters in the Lower Houses and another counter in
MM10. My reasoning is thus: in turn 1 I can get tanks into position to smoke
what looks like his MG nests in J15,W17,Y15. If he has the majority of his
fortifications and AT guns in the east as a trap then all the better for me as I
can go around fortifications and AT guns that are unsupported by infantry will
fall quickly anyway. I have 5 units that will move to support positions (all are
riders on tanks) where the squad and tank will stop and unload the tanks will
fire smoke in turn 2 while 3 of the squads will start moving to attack his
initial front line, these are:
●
S4: tank and
squad, tank will smoke what looks like 2 MG’s in
J15.
●
W4: Squad,
leader, radio. Tank will smoke W17 and leader will drop OBA smoke on T9 as an
entry point into the Milk Factory.
●
Z3: Tank and
MTR squad (MTR sqd advances to Z4) tank smokes Y15 and MTR smokes
DD9.
●
AA4: Tank and
squad, tank smokes either Y15 or W17 (is there for back up) while squad can fire
at long range at Z11 road hex to stop some lateral reinforcement or
retreat.
●
JJ3: Tank,
MTR sqd. Tank smokes EE10 and MTR smokes HH10.
I will also move a wasp to MM7 and BFF
the unit in MM10 for an early hit. The ‘LL’ – ‘NN’ row is where my modified
coup de main (now 3 carriers with 3 half squads from Coy ‘A’ as riders
and one wasp) shall enter, I will use them to draw MM10’s fire so my wasp has a
better chance of breaking him and they shall then charge straight for the
Schwannenhof and around to the southern crossroads with half a hope of taking
the southern farm house too. That will only get me 9 or 10 LVP’s so I will have
to attack the milk factory but I will use my turn 2 troops for that although I
am sending a platoon into that area on turn 1 just to start the proceedings. My
attack is centred (row ‘R’ – ‘TT’) on the lower houses and Kalkas crossroads
Coy. ‘A’ on the left or eastern side and Coy. ‘B’ supported by HQ squads on the
right or western side of the attack. After taking the initial crest line we will
then move west to attack the milk factory and the upper houses in conjunction
with my turn 2 troops. While a few more will reinforce the Schwannenhof with a
tank going to GG16 to stop him from crossing the top of the hill and heading
south to counter attack my coup de main
force.
My 1st attack is only using 9
RAM’s as nearly every tank has a rider which means a full company (Co. ‘D’) of
turn 2 troops are on 7 rams (don’t forget to deploy the squads to use the RAM’s
18PP fully) along with all four of my MMG’s on another 2 RAM’s and my engineers
and a MTR with squad from coy. ‘C’ on my firefly’s – these tanks are only being
used as battlefield taxi’s for obvious reasons as I want their 76LL guns for his
counter attacks and I don’t want to risk losing them to 88’s. This leaves me 2
RAM’s spare for the 19PM turn if needed. My footbound turn 2 troops will go
straight down the board at the milk factory expecting to attack it in turn 3 by
which time I hope to have swung some of turn 1’s troops westward so it can be
attacked from 2 sides. My RAM company for turn 2 will go wherever required and I
will have to wait and see what is happening before I decide where they
go.
TURN 1
On came my armoured rush, all my
designated smoke-support tanks with riders stopped and unloaded so I now have 5
tanks, two mortars and my 70mm OBA ready to smoke any of his strong points. (Of
which there are 2 – J15 seems to be a pair of MG’s and the milk factory has
nearly a dozen counters in it.). A tank with rider stepped into AT and AP
minefield on my extreme left at TT6 and with no more MP left it stayed there,
while my WASP went to MM7 and BFF’ed for a break result the squad in MM10 a BFF
shot from one of my tanks scored a 6,6 to breakdown. His defensive saw a HIP 88
in SS7 expose and fire at a RAM in RR5 which killed it and the 1.5 squads and
7-0 leader that were passengers, the 88 rotated towards the adjacent tank in the
minefield and fired as intensive but only got the acquired. Another 88 revealed
in R14 (excellent position as the up-slope crest gives it a good field of fire)
but rolled 6,6 on its 1st shot and I was very relieved as he had a
plethora of targets and could easily have taken out 4 AFV’s before I could have
smoked him. My advance fire and my tank adjacent to his 88 fired for no effect
but it made the riders bail out (better than burning next turn) however they
failed the bail-out MC and broke (he refused to accept their surrender and I now
have no quarter in effect). In his turn the malfunctioned 88 rolled a ‘6’ to be
removed and the other 88 toasted the tank in TT6 but the crew survived. It then
roated and fired at another RAM but missed (the +6 drm for rotating in a
building saved me…) In my defensive a WP shot at HH10 exposed a squad but little
else happened.
THOUGHTS: Nice start,
although I lost 2.5 squads and a tank to his 88 (and probably another when he
toasts the next ram) he has lost one 88 and has another in a position where it
can be avoided even though it has LOS to the level 1 crest line along row ‘16’
it can be avoided and taken at leisure.
KILLS: Brit dead: 2.5
squads, 1 leader, one tank.
TURN 2
I started firing smoke and promptly malfunctioned 2 more tanks (that’s 3 out of 5 tanks designated to fire smoke malfed – obviously I am not going to repair then as they could recall and the repair dr is better in re-fit phase.) Worse, both mortars lost smoke capacity as well – 5 out of 7 smoke creators are out of business already!! All my troops charged and the first of my coup de main party went up the first hill, he FPF’ed the HH10 squad and it broke so that is 2 squads of his broken and nearly surrounded there, my RAM that was in the sights of the 88 drove into the smoke from his buddy’s burning ram and managed (by a miracle) to escape the 88. A RAM drove into a mixed minefield at S8 but managed to reverse out while another tank went to the front of the milk factory (O7) with a view to smoking him out but his 3rd 88 was in the factory at Q10 and turned him into toast. More AT mines popped up in V9 and it seems the milk factory is ringed by mine fields My 2nd wave followed on roughly behind the 1st wave, His J15 MG nest scored a K/ result against one of my engineer squads which passed the MC. In my advance the crew adjacent to his SS7 AT gun advanced out of the minefield and into the AT guns hex but died in CC – ah well, was worth a try). He managed to self rally one of his broken squads and in his prep up popped another pair of MG’s in T10 supporting the milk factory and they fired at one of my squads that had gone up the level 1 – he hobbed, hardened and gained a hero but then they both died from his ROF shots. His J15 MG nest broke a rider and its mortar was destroyed as they bailed out. My OBA dropped smoke around the milk factory but my LOS was not good and it is not helping much.
THOUGHTS
Things are going OK for me, I now know
where 2 of his 88's are and the third is destroyed while I think the
4th will be way out on his right flank. My barrage is actually
slowing me down, I am only using one of them as cover and it is the one that
keeps erroring back a tad but it will speed up eventually, I am glad I made it
move every turn or this attack would be bogged down. The milk factory seems too
strong to attack from the north as it is ringed by minefields, has an 88, a pair
of MG’s and quite a few squads in it so I will just avoid it and take as many of
the other LVP’s as I can – my entire attack could get slaughtered if I rush it
in there and I don’t have time to setup a proper supported by OBA and smoke
attack.
Kills: Brit dead: 4
squads 1 leader 2 tanks
German dead 1 AT gun.
TURN 3
I kept hard charging and 5 of my carries
(the other wasp is helping out with the main force) as well as a tank and squad
are now well down the road heading to the schwannenhof and beyond. More AT mines
popped up in V9 and it seems the milk factory is ringed by mine fields (a third
was “kind of” found by my barrage when I had to roll for some unidentified
damage). His OBA managed to kill a HS of mine and break his leader and one of
the MG crews (that is how close the fighting has become) and his 4th
88 popped up roughly where I expected it (D13) and it scored an acquired on an
immobilised tank at V12. I lost another squad to that damm HMG nest at J15
(cursing the loss of smoke and tubes now..)
In his turn his OBA killed a broken HS
and a tank with malfed MA and his 88 killed the immobilised tank, it went
intensive fire and rolled a ‘10’ to breakdown so another minor victory for me.
His SS7 AT gun is firing for acq. at the road KK16 obviously trying to slow down
my advance towards the schwannenhof. He advanced a concealed squad into CC and
killed one of my guys while he took his 1st loss from a
FTR.
THOUGHTS
This is getting bogged down, I have
traffic jams all over the place as my milk factory attack has had to slide to
its left and has got intermingled with the centre attack while on my left flank
the SS7 AT gun has reduced my to only 2 viable hexes to go up on to level 1 I
need the services of a good military policeman!!!!
Kills: Brit dead: 6
squads 1 leader 4 tanks
German dead: 1 squad, 1 AT
gun.
TURN
4
This turn will be about re-organising my troops and getting
ready for turns 5 and 6 (the +1 “end of game” drm ensures this will go to turn 6
and am hoping it makes 7 but I think my attack will have petered out by then and
turn 7 will be about consolidating gains.) I dug a foxhole in Y10 with a view to
getting some kind of linked setup area. He lost a HS in prep fire and I started
getting organised, one of my tanks tried to fire his Sd but failed – he must
have forgot his ammo because it also has a malfed main gun, CMG and BMG all from
3 different shots!!! His AAMG is the only offensive weapon (other than my harsh
language every time I look at the useless thing!). I put tanks and my last smoke carrying
mortar in positions to smoke the area between SS7 and the Schwannenhof road so I
can push some tanks and RAM’s over the crest, unfortunately one of my fireflys
had to do ESB and was immobilised. I also put squads in JJ15, II20 and FF23 with
a view to digging foxholes to link up the area all the way down to the milk
factory foxhole – which would be great for the 19pm turn. My coup de
main force are now up to the AA24 crossroads and next turn I will start
unloading troops and taking the LVP’s while my lead carrier goes on to N24
(Southern farmhouse) which will get me a total of 10LVP’s and I want to try and
take U17 for an 11th LVP by turn 6 but he has much fire support from
the milk factory so I will need to get my OBA ready to smoke that area by turn
6. A sniper killed another 7-0 leader and my attack at the lower houses got
re-buffed by the 2 squads and hero still there (I have just not been able to do
any damage on them and they are in a factory so I am loathe to try and get an
AFV close to them due to their PF capability). I also sent a pair of squads to
attack the SS7 AT gun so make it lose acquired on the road and it took the bait.
He scored a PF which brewed up my triple malfunctioned tank. On the plus side he
red chitted his OBA. LT Lawless died when he took a squad and a hero and tried
to get into the smoked T10 building as it was now manned by only one crew and MG
but I had no joy in that area and will definitely avoid it until I can OBA it
out next turn. I managed to take out one of his squads in the lower houses and
my hero tried to CC the crew manning the MG but died. In his turn a 6,6 rally
killed one of his MG crews and his malfed AT gun was destroyed on a ‘6’ – 2 down
and 2 isolated I am happy with that – shame his 9-2 hobbed up to a 10-2. His OBA
pulled another red chit to be out of the game and everything is going well for
me, however his SS7 AT gun went on a rof run and killed both attacking squads
and at the lower house he CR’ed by fate the squad guarding a prisoner. He moved
out of the U17 LVP building (I don’t know why…) and was broken as it climbed up
the hill (no HA as you go up) and
another squad over in row ‘TT’ died as it tried to get to SS7 to support the AT
crew. My barrage killed a HIP panzerschrek toting HS in the ebben forest (glad I
didn’t try my original plan of pushing down there…) while his hero died from
lead poisoning at the lower farm houses. I also scored a K/ result on another of
his squads and the death count is mounting at last.
THOUGHTS
I am now ready to push through for the
next 2 turns and without any OBA and limited field of fire for his 88’s things
should go well for me, I have a wasp at CC26 which will go up the dirt road and
attack his retreating squads around V18 while the rest of my force take them
head on (2.5 squads and a leader are still there). If I can get U17 and V18 I
can link up that area to the southern crossroads and I can then get a huge
number of troops across that hill in my next turns set up. (my other 2 fireflys
can reach this area and with 3 of them on the hill top should be able to take
care of any of his armoured incursions.
Kills: Brit dead 10.5
squads, 3 leaders 5 tanks
Gemran dead: 4.5 squads 1 crew 2 AT
guns.
TURN 5
After court martialling my qartermaster
for forgetting to pack some smoke shells I finally managed to get a little smoke
at OO12 to mask my drive up the schwannenhof road and some WP at the J15 MG nest
scored a crew dead when it fated out. His last squad in the lower houses died
when my tank, which had been firing constantly for 2 turns without a hit finally
hit and KIA’ed him. I also managed to get a foxhole dug at ii20 but still need
one in JJ15 to link up with my main force. I managed to fire my Smoke mortar
from my immobilised tank and that is enough cover for my troops to scoot along
the road to the schwannenhof. In my
movement I managed to break one of his squads at Z18 and the way is now clear
for my FT carrier to attack this retreating band from the rear. While another
wasp broke the last good order half squad in that area. Now it is just a case of
cleaning up, I sent a carrier and rider half squad out to the lower farm houses
and ran a firefly and 4 RAM to the schwannenhof. I am now collecting LVP’s and
things are starting to look good although the MP cost is high as I have to check
every cellar. I ESB’ed a ram to get close enough to drop troops next to the U17
LVP and every one else ran for that area as I am pretty sure I can link up U17
through V18 (get it next turn) and on to W23 which puts me in a great position
for the 19PM turn. Menawhile my 70mmm OBA got into a position to be able to put
smoke out to cover the taking of U17. He had no defensive due to my skulking and
re-grouping (and having driven through his front line…). During his prep his
only shot made his HMG malfunction. In my defensive my last operational barrage
(the one that had been slowing my attack down…) finally moved 2 hexes and hit a
carrier that had been on his way to take V18 the carrier failed the MC and was
stunned which means the SU point will make him unable to take the building as I
miss by one. This shows how slow the barrage was as I had overtaken it and then
driven back towards it!!! (and it was moving twice a turn…) His broken half
squad died in a hail of bullets and I am getting more optimistic. Another of his
squads died from FTR and the turn ended.
THOUGHTS
I don’t mind if this stops on turn 6
provided I can get a linked setup area, I really need JJ15 to dig his foxhole
and I have put 3 more squads in and around that hex to dig if the labor
countered unit fails. I am still worried about taking U17 and it all depends on
where the smoke errors to…
Score: BRIT 10.5
squads, 3 leaders 5 tanks KIA
German: 7 squads, 2 crew 2 AT
guns.
TURN 6
My smoke errored to the perfect position, it gave
loads of cover (+6 hindrance from both the milk factory and J15 but no smoke
dropped on the approach to U17 so I can now waltz straight in… JJ15 dug his
foxhole 1st time and now I am connected all the way from Y10 to the
schwannenhof. I kept pouring men into the area near u17 so they can setup all
the way across the hill next turn. I out 2 units next to U17 and they advanced
in later. I also dismounted from one of my wasps to have a crew (carrier crews
are infantry so can take locations – clever huh?) to take V18 and I am now
happy. Sadly one of my fireflys bogged at W10 but when his SS7 AT gun fired at
it he rolled – yep, you guessed it… a 6,6!! Meanwhile my lead carrier and rider
had stopped and the riders and crew took the southern farmhouses. In his trun
his malfed HMG gakked and was destroyed followed immediately by his 88 in SS7.
In my defensive I lost radio contact (was trying to set OBA snoke on to the farm
house just in case it went to turn 7 as I have a small chance of taking N18 and
the R14 trench which would put the milk factory under fire from 3 sides next
game. The game ended there with me taking 11 LVP’s but big losses to my valuable
infantry. I lost a squad and a half in escape DR’s and my bogged firefly
immobilised. However, this was offset by my immobilised firefly becoming mobile
again and my carrier losing its stun as well as my malfed

THOUGHTS
I am happy with what has been gained but
the price was high: 12 squads, 5 tanks and 3 leaders for the Canucks and 8
squads 2 crews, one HMG and 3 88’s for the Germans.
The AT gun in R14 was brilliant placement due to being up-slope and I was lucky not to lose more troops. The 88 in SS7 didn’t seem to be too much of a problem as it is in a field bordered by a hedge but it also has LOS to the northern side of the central hill and in fact also can hit a few spots as the Canadians go up the 1st incline (W10 as said earlier). I was surprised legion did not move more of his ebben troops to cover the southern farmhouses when he could see my coup de main scooting down the road but I am happy with that as it was not strong. Overall, I gained 11 LVP’s and I feel like it was a slight win for me but not an emphatic one.