Wednesday, February 6, 2013

Flames of War -Tank Destroyers Revisited -AAR

I received some good feedback from the game Jake and I played in our last Battle Report.

It also generated some interesting conversations on the Flames of War Forums. As a result we decided to try and re-fight the mission on the same board.

The crux of the discussion was that a Patton led US Tank Destroyer Company, properly played is overpowered and that the British do not stand a chance in this type of scenario.

Several message board members participated in this re-fight.
I would serve as game master, setting up the board in my car-hole and moving everything and documenting it all on the forum.

Mark Francis (BullyBoy on the forums) would take the role of the British for the battle. He would make his moves via, email, text and even phone and I would update the table to reflect his moves. I would  take the lead on the US Side, trying to implement the most effective American strategies suggested by forum members.

Please Note. As this was essentially an online game and the positions you see units in during this AAR are an approximation as it often would take three or four emails, texts or calls to get units in the correct positions, all the time will I was snapping pictures. 

The mission would be No Retreat. Here's a pic of the board.

The set of markers on the left denote the halfway point of the board, the right side markers denote the closest possible objective placement.





Mark's revised list was

HQ 145 
3 croms, challenger 335 
3 croms, challenger 335 
3 croms, challenger 335 
Inns of court, + 2 dingo patrols 235 
Rifles 180 
25pdrs 185 
AOP 25 


The Tank Destroyers list was


HQ: 2 M-20 
Plt 1: 4 Hellcats 
Plt 2: 4 Hellcats 
Plt 3: 4 3" AT Guns, 4 Zook Teams 
Plt 4: Armored Rifle Platoon 
Plt: 5: Cavalry Recon Patrol ( M8, 2 Jeeps) 
Plt: 6: Calvary Recon Patrol ( M8, 2 Jeeps) 
AOP 
Patton in M-20 


The Objective was placed on the crossroad and Mark placed his platoons. With 8 to start with he could deploy 3 and hold 1 in ambush.

The British Rifle platoon was spread over the near objective with 2 pickets pushed as far forward as possible to deny the Americans an effective Spearhead move.

A Cromwell Platoon with Challenger was lined up against the Hedge, looking out over the plowed fields.. These would be supported by the C/O and 2iC.

the 25lb Arty battery covered the other objective.



The US Deployment was fairly standard, like the first game the US would rush the objective.




Spearhead and turn 1.

Spearhead moves are negligible. The C/O and the halftracks drive down the main road to assault the picket. This was a very interesting( and successful) move was suggested by TheTonyDavis of the FOW Forum.

The C/O attaches to the Armored Rifle Halftracks and assaults the British picket


Since the Armored Rifles participated in the assault (As Non-Assaulting Teams) they were able to consolidate by dismounting and taking positions in the woods.



The Other picket fell to assault by the 2iC and the Tank Destroyer Security Sections struggled to get into position.

Turn 1 British.

The British Ambush pops into the Hedges closest to the Objective though they don't have too much to shoot at yet. Artillery kills a LMG team in the woods, and the C/O and an M8 Armored Car are destroyed by Cromwell Fire.

Turn 2: US

Time to pop the Tank Destroyers!

The Tank Destroyers are placed in concealment, The Armored Rifles occupying the woods limit placement somewhat but all of them have shots.

Meanwhile the Armored rifles charge toward the British Rifles.

The American fire is heavy, 24 AT13 shots are sent down range, and  4 Cromwells are destroyed, including the C/O tank (Who successfully jumps) and the 2iC. A further two Cromwells are bailed.



The GTG ambushing platoon was untouched.

The Armored Rifles Assaulted, destroy a British Rifle stand who then choose to break off.


British Turn 2:  The Revenge

Mark Rolls double 6's to get two reserves. More Cromwells and Armored Cars arrive.

The Ambushing Cromwell Platoon and an artillery bombardment combine to take out the Center Hellcat Platoon Killing two, Bailing one and then having them fail. I also lost one of my 3" At Guns to the bombardment.  The Armored Rifles are Pinned




Turn 3 Americans

: The Armored Rifles fail to unpin, even under the watchful gaze of General Patton (Who made them Fearless). The 3" AT guns manage to unpin and successfully dig in.

The Cavalry Recon Patrols move up to shoot the British Rifle Platoon.

 The Surviving Hellcat platoon slightly re-deploys to maximize fire on the Ambushed Cromwell Platoon.
Hellcats and the 3'" AT Guns manage to destroy the Challenger but only bail the three remaining tanks, including the C/O in his new mount. Americans Rolled well for hits, but their firepower rolls were pretty sad.

Things could get ugly for the US next round.



British turn 3:

The British fail to remount 2 of their three tanks, even with protected ammo, ouch!

Mark had two options, go for the kill or play it safe. He took the Safe option and smoked my Hellcats, buying himself some time to adjust his deployments.

What shooting the British did have didn't accomplish much, keeping the ARP pinned but that was about it.

American Turn 4:

The Towed Tank Destroyer's infantry finally reach the leading elements of the 25lb platoon. Direct Fire kills the Battery commander and a subsequent assault takes out a gun.

With the British playing timid the Americans go for the jugular. Perhaps not the best idea in retrospect!

Hellcats tear out of the woods, minus 1 that bogged) to peak around the corner and fire on the bailed out Cromwells.

the 3" guns also fire. As a result the Ambushing Cromwell platoon is destroyed and a Challenger in the last Cromwell platoon is bailed.

Ignore the Giant space lamp!
The Armored rifles assault, killing a few teams in the British rifle platoon, causing it to fall back, then fail morale.

The Armored Rifles move to cover the objective. The British maintain a slim hold on the objective, contesting with a Armored Car in the hedges.

British Turn 4:

The Brits were hammered HARD last round, losing two platoons. But the Hellcats were out in the open and Mark wanted to make them pay.

British shooting is good hitting the Hellcats three times. 2 hellcats are destroyed, and the 2iC M-20 is bailed! The Hellcats pass morale by the slimmest of margins, (rolling a 3 thanks Patton!)

Pictures above: Revenge
the US is down to 2 Hellcats against a Full Cromwell platoon plus the C/O Cromwell.

Near the 25lb guns Mark moves his Dingo Patrols to counter the Towed Tank Destroyer Bazooka men.

American Turn 5:

moving out into the open cost the Americans last turn.  Fortunately the Bogged Hellcat unbogs.
The Americans go for broke with the 3" guns firing on the Company Commander Cromwell and the Hellcats hitting 4 out of 4 to put the last Cromwell platoon on Ice.  Only the Platoon Command Cromwell survives the flurry of hits and passed firepower rolls!

The game has once again swung to the American's favor.

Meanwhile the ARP tries to dig ins but fail!


British Turn 5:

The game isn't lost, but it's looking grim. The British hope to knock out the Armored Rifles, attacking them with relentless Machine Gun fire (They failed to dig in). The Cromwell moves up Assault if needed.

In a risky move Mark drops a 25lb bombardment in the ARP, his contesting Armored Car and Cromwells. He Hits the Armored Rifles, his Armoured Car aand the Cromwell. Everyone passes their saves... except for the Cromwell, which is bailed by he bombardment and fails their morale.

The British also launch a risky assault of two Dingos into the TTD Bazooka men. The American Troops quickly dispatch the dingos without losses. With that Loss the Brits are below half strength and, with no Company commander, flee the field.

5-2 to the Tank Destroyers

The Last two turns were fast and apologize I didn't take detailed pics.

First off I want to say Mark put up one heck of a fight, even at the severe disadvantage of not actually seeing the board, while I could. And trusting me to give him the info he needed to make his moves. Thanks Mark! 

Also the margin of victory was pretty slim... it could have gone the other way pretty quickly if he had mounted up after bail. Of course it could have got a lot worse for Mark if he didn't roll 2 reserve rolls on turn two. 


Now I probably didn't play the Tank Company to the zenith of perfection but I'm not a bad player and TTD did have good advice. Still the battle wasn't a Blow-out by any means. 


Losses breakdown:

US:

6 Hellcats
1 M8 Greyhound
8 teams from the Armored Rifles
1 3" gun and 1 Bazooka Team

British:

11 Cromwells
3 Challengers
2 Dingos
1 25lb gun and Battery Commander
1 Rifle Platoon



-Jon

2 comments:

  1. I thought the TD's couldn't "pop" within sight or 16", which ever is more of enemy teams. It looks like most of them were visible, and within 16" of the British Rifles on Turn 2.

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    Replies
    1. Phil, 16" if in the open, 4" if concealed.

      -Jon

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