+++ Continued from Part I: here [link] +++
As I signed off Part I, I left you - my faithful readers - with the inexperienced British 2Lt, wondering exactly how best to fight his way in to gain a foothold in the southern outskirts of Hamburg.
What I decided to do was to push for the eastern half - my right flank. Remember: under the scenario rules I had no idea where the troops were hidden, as their locations were marked only on a sketch map, but I did know that sooner or later my very very squishy lorries or even squishier troops were going to be fired upon - raked by StG44s, MG42s and the dreaded Panzerfausts.
My first job was to set up a base of fire, so 3 Section were dumped in some ruins by their lorry.
So far, so straightforward, and I was now close enough to unveil the start of the nest of vipers: the corner house unsurprisingly concealed a tough SS unit, with their SS sniper upstairs. Boo! Hiss! I'd deliberately not taken any proper HE weapons, so my 'heavy' firepower was literally just the Staghound's light AT gun and the Jalopy's HMG. I was light recce, and therefore purposely ill-equipped to flush veterans out of buildings.
So far, so straightforward, and I was now close enough to unveil the start of the nest of vipers: the corner house unsurprisingly concealed a tough SS unit, with their SS sniper upstairs. Boo! Hiss! I'd deliberately not taken any proper HE weapons, so my 'heavy' firepower was literally just the Staghound's light AT gun and the Jalopy's HMG. I was light recce, and therefore purposely ill-equipped to flush veterans out of buildings.
This is where it turns out the Germans were dug in. |
Whilst it somehow survived, the lorry, which also contained the young officer riding shotgun - took a clutch of pins. With a yelled "Follow me, chaps!" the subaltern leapt out, but his troops figured they knew better and kept their heads down. leaving them dangerously exposed to yet more pins and risk of death.
Rats.
Rats.
Er, yes. I knew full well that it was a trap, but that 88 just spooked me too, too much (and I also wanted the fighting to get up-close and personal!), so I was committed now...
Realising just what kind of a hornets' nest I had just so foolishly committed to, I figured I'd reinforce my faliure(!) and drove 1 Section's lorry up with the intention of jumping the troops out to fire into the building, using 2 Section's stricken lorry as cover. This worked okay, but the infantry didn't put much of a dent into the Germans already in the building, and took a (mercifully light) single casualty in return.
Elsewhere, my more armoured vehicles moved up to try to keep the defenders' heads down and mostly failed to do much at all, given how hard it is to hit units - especially small sniper teams - in buildings whilst moving. The one useful thing they did was to advance on my left in an attempt to prevent Jon's Germans from focussing too much on the main attack.
Cleverly, Jon sprinted a squad of Krieksmarines across the road into the ruin right in front of them so as to threaten them with their Panzerfausts. Gulp.
Turn 2 - Fighting in
To my astonishment, and due in no small part to Jon's bad luck with dice, almost all of my squishy stuff had survived Turn 1, but they were still stuck out in the open.
This is where Jon's rustiness with Bolt Action stung him. I'd summarised the 'Recce' rule for him briefly , but he'd misunderstood that in 2nd Edition vehicles can't make an 'escape' move once they've acted, and he fired both his Panzerfausts at my two carriers near the corner building the first chance he got. Sadly for him, both used their 'turn-on-the-spot' manoeuvrability to scarper out of the way, and the precious AT capability was wasted.
Elsewhere for me, the empty trucks bugged-out, the Staghound and left flank vehicles sat tight as a firebase [with the pinned left-hand Carrier failing to act], and the German fire mostly failed to do much damage beyond a few more pins. 1 Section (pinned) failed to act ("FUBAR"!) and 2 section likewise remained hunkered down in their truck, so it was up to the Stalwart 3 Section to leapfrog out of their position and assault into the building in front of the others*.
With two of my three sections pinned and vulnerably stuck out in the open, they needed to win this assault, and luckily they did, driving the Germans out and occupying the building themselves.
At this point, and very wary of his friendly units still in the danger area, my FOO called in his barrage (marked in red, below, on a turn 1 map):
Turn 3 - "Fire for Effect!"
The barrage hit, and it hit just right.
The shells were aimed at the building with the MG42 in it, but I'd suggested to Jon that as it was a double-width building we ought to take just the half that the MG team was in (the end nearest my troops) as the 'building' from which to measure the range of the strike. Luckily for me, the impact was not wide enough to catch my most forward units, but the defenders were not so lucky. The blast caught and pinned a squad of Volkssturm, a squad of SS, the SS machine gun team and the SS sniper team...but the poor Oberleutnant took the full weight of a 5.5" shell to the face**.
So far, the battle had been tricky for the Brits - pinned and stranded as they were out in the open, and struggling to damage the Germans in their buildings - but this was a definite turning point.
The pins on the centre of the German line affected their shooting enough to mean I could afford to be a little less cautious, and I finally started getting my troops moving into the buildings: with my carriers moving up to give covering fire, 2 Section and the Lieutenant scooted round the back of the eastern terrace.
3 Section, however, fresh from their successes assaulting the building, decided to take the fight again to the enemy, and nipped across the road to the building recently 'vacated' by the German officer.
I still don't quite know why I did this (maybe as a 'buffer zone' to protect my foothold?) but it was a stupid idea. The SS in the neighbouring building shook off their pins enough to assault and - although it was well fought - the British section was lost.
Bugger.
Still, 1 Section took their place in the first won building, and elsewhere the Brits clawed their way forward. On my left flank, the poor, over-pinned Kriegsmarine fluffed their Panzerfaust shots and were gunned down (that HMG is actually quite good!), freeing up my flanking vehicles to move up, and in the centre, I finally killed the sniper...although the pinned MMG ran up to take its place. Up the eastern road, my carriers poured enough fire into the squad that had moved into the end terrace to send them packing too.
The Brits now had their bridgehead...in that I had a section in one building, my officer in its neighbour and a section poised to take the third, but there was still one lingering worry...that 88.
Turn 4 - Endgame
Much as in the real battle (ha!) the tide had now turned against the Germans. Realistically, they were down to a depleted squad of SS, a pinned and reduced MMG, and a depleted hodgepodge of Volkssturm. The MG42 did nothing, the Volkssturm bravely but fruitlessly charged the left-flanking Bren Carrier, and I'd given up worrying about the SS...
...which was beyond foolish, because the bastards charged my officer, and despite him getting one of them on the way in with a Sten burst from the hip, they finished him off.
Boo.
Luckily, two brens and a Staghound were on hand to mop up the brave SS-remnants.
And this left only the 88.
I'd deliberately moved my last section into the third house, to give the 88 crew something to shoot at, and I must say that even though I knew by this point that the day belonged to the British, it was still quite intimidating to see that monumental barrel traversing round to draw a bead on the house!
The shell struck, but when the dust settled, only a couple of brave Toms had died. Phew.
...and at this point, time was called at the club.
A solid victory, in the end, for the Brits, and one of the most fun games I've yet played. Glorious.
Aftermath
If you've made it this far, thanks! I shall keep it brief.
In essence, Jon's deployment was absolutely flawless! I would not have changed a thing, but he would've been better off focussing on my lorries and infantry in the two rounds before they made it to the relatively safety of the buildings. He was unlucky with his dice, though, and unfortunate in the wastage of his Panzerfausts.
For my part, I advanced knowingly into a trap, made some foolhardy decisions, and was very lucky with my FOO.
I've gone through it a number of times since, and although it probably would've been better to risk charging the 88, I had given my word that I wouldn't "be a dick", and I felt that investing the terrace on my left flank kinda would've constituted just that.
Plus, it would not have been nearly such fun!
Thanks, All!
- Drax.
*Actually, now I've typed that, I'm not sure they could've done that. Earlier on in the game we'd explored the rules for troops running out of one building and into another, and I suspect I forgot that 3 Sect were in fact in a ruin, not a building. Bugger.
**Again, thinking about it, I ought really to have rolled to destroy the building he was in too. So be it.
Elsewhere, my more armoured vehicles moved up to try to keep the defenders' heads down and mostly failed to do much at all, given how hard it is to hit units - especially small sniper teams - in buildings whilst moving. The one useful thing they did was to advance on my left in an attempt to prevent Jon's Germans from focussing too much on the main attack.
Cleverly, Jon sprinted a squad of Krieksmarines across the road into the ruin right in front of them so as to threaten them with their Panzerfausts. Gulp.
The British advance, turn 1. |
To my astonishment, and due in no small part to Jon's bad luck with dice, almost all of my squishy stuff had survived Turn 1, but they were still stuck out in the open.
This is where Jon's rustiness with Bolt Action stung him. I'd summarised the 'Recce' rule for him briefly , but he'd misunderstood that in 2nd Edition vehicles can't make an 'escape' move once they've acted, and he fired both his Panzerfausts at my two carriers near the corner building the first chance he got. Sadly for him, both used their 'turn-on-the-spot' manoeuvrability to scarper out of the way, and the precious AT capability was wasted.
At this point, and very wary of his friendly units still in the danger area, my FOO called in his barrage (marked in red, below, on a turn 1 map):
Turn 3 - "Fire for Effect!"
The barrage hit, and it hit just right.
My FOO, by the way, is that dot by the building bottom-right. |
So far, the battle had been tricky for the Brits - pinned and stranded as they were out in the open, and struggling to damage the Germans in their buildings - but this was a definite turning point.
The pins on the centre of the German line affected their shooting enough to mean I could afford to be a little less cautious, and I finally started getting my troops moving into the buildings: with my carriers moving up to give covering fire, 2 Section and the Lieutenant scooted round the back of the eastern terrace.
Taken around the time of 3 Section's fruitless demise. |
Still, 1 Section took their place in the first won building, and elsewhere the Brits clawed their way forward. On my left flank, the poor, over-pinned Kriegsmarine fluffed their Panzerfaust shots and were gunned down (that HMG is actually quite good!), freeing up my flanking vehicles to move up, and in the centre, I finally killed the sniper...although the pinned MMG ran up to take its place. Up the eastern road, my carriers poured enough fire into the squad that had moved into the end terrace to send them packing too.
The Brits now had their bridgehead...in that I had a section in one building, my officer in its neighbour and a section poised to take the third, but there was still one lingering worry...that 88.
Turn 4 - Endgame
Much as in the real battle (ha!) the tide had now turned against the Germans. Realistically, they were down to a depleted squad of SS, a pinned and reduced MMG, and a depleted hodgepodge of Volkssturm. The MG42 did nothing, the Volkssturm bravely but fruitlessly charged the left-flanking Bren Carrier, and I'd given up worrying about the SS...
...which was beyond foolish, because the bastards charged my officer, and despite him getting one of them on the way in with a Sten burst from the hip, they finished him off.
Boo.
Luckily, two brens and a Staghound were on hand to mop up the brave SS-remnants.
I'd like to think they were taken prisoner, but... |
I'd deliberately moved my last section into the third house, to give the 88 crew something to shoot at, and I must say that even though I knew by this point that the day belonged to the British, it was still quite intimidating to see that monumental barrel traversing round to draw a bead on the house!
The shell struck, but when the dust settled, only a couple of brave Toms had died. Phew.
...and at this point, time was called at the club.
A solid victory, in the end, for the Brits, and one of the most fun games I've yet played. Glorious.
Aftermath
If you've made it this far, thanks! I shall keep it brief.
In essence, Jon's deployment was absolutely flawless! I would not have changed a thing, but he would've been better off focussing on my lorries and infantry in the two rounds before they made it to the relatively safety of the buildings. He was unlucky with his dice, though, and unfortunate in the wastage of his Panzerfausts.
For my part, I advanced knowingly into a trap, made some foolhardy decisions, and was very lucky with my FOO.
I've gone through it a number of times since, and although it probably would've been better to risk charging the 88, I had given my word that I wouldn't "be a dick", and I felt that investing the terrace on my left flank kinda would've constituted just that.
Plus, it would not have been nearly such fun!
Thanks, All!
- Drax.
*Actually, now I've typed that, I'm not sure they could've done that. Earlier on in the game we'd explored the rules for troops running out of one building and into another, and I suspect I forgot that 3 Sect were in fact in a ruin, not a building. Bugger.
**Again, thinking about it, I ought really to have rolled to destroy the building he was in too. So be it.
What a great battle report. And that's a beautiful table you got to play on.
ReplyDeleteThanks Kevin,
DeleteIt was a real pleasure to play on - a cinematic treat! Hopefully at some point soon we'll fight a rematch as the SS launch their counter-attack...
Nice report, great looking minis, terrain and pictures!
ReplyDeleteCheers, Phil!
DeleteIt was a joy - the pics practically took themselves!
One of the finest battle reports I've seen. Duly bookmarked for future enjoyment. Thank you!
ReplyDeletePraise indeed! Thank you, Colonel - I had fun with this one!
DeleteThis is absolutely one of the very best AARs I've read in the past couple of years. The pictures really supplemented the text and it was very clear as to what was happening. well done, sir. Well done!
ReplyDeleteCrikey!
DeleteThank you very much for the kind comments, Curmudgeon! Lovely to get a new visitors, and I'm sorry for the delay in responding: real life has somewhat got in the way...
Loved all of this. Kaboomm in deed.
ReplyDeleteKa-ba-boom!
DeleteVery nice table with lots of buildings - made me think this fight would get far more down and dirty as building to building fighting in BA certainly favours the defender.
ReplyDeleteYour mate really does need to get on painting those krauts tho.
Thoroughly enjoyable to read through matey.
The rematch/counterattack may well be a little more grungy - we'll see!
DeleteCheers, Dai!