CG Date 2 - Midday. The German reinforcements on the plus side included the 5-4-8 group and Pzkw IVs and 150mm rockets on the down-side. The Americans selected all infantry. The German rockets were of little use due to the need to avoid friendly fire, and were unable to interdict the American reinforcements. The German reinforcements made it to the buildings below the crest line just North of the village, but were unable to move further, and were hammered by American arty. All Pzkw IVs were eventually knocked out with only an American half-squad in exchange. This allowed the American's to methodically advance into the heart of the village, with the German conscript squads folding like paper. The Germans conceded the scenario and CG on Turn 5. In retrospect, the way to win as Germans is to hunker down in the Northwest part of the village, place AFVs in buildings, cycle concealment, reinforce there, and avoid the temptation to sortie. The Shermans are too plentiful to engage in open areas and the 75s will win any gun duel.
2023-01-16
(D) Mark Thompson
vs
Americans (Chip W)
German win
CG Date 1-Morning. The Germans eked out a win in the Morning scenario by holding on to all but 2 VP buildings despite losing all tanks and guns - save one Panther and one 20LAA. The Americans expertly used OBA smoke/sM to screen their approach and seized the church and a 1 hex VP building, but lost precious units along the way and were not able to push further into the village before the Americans rolled a 2 in Turn Five RPh to immediately end the scenario. Looking ahead to CG Date 2-Midday, the Americans have some Shermans in place to partially interdict the German armor and infantry reinforcements, but will they have enough infantry - their main challenge in this CG - to seize more VP buildings from their weak but well protected German foe? An interesting wildcard: 50% of the M9 VP building is on fire.....
2022-12-03
(D) James Holt
vs
Eric Shipley
American win
If you are looking for a terrific smash-mouth combined arms CG, in a very manageable size, look no further! This should be on everyone's must-play list. This CG has a little of everything: OBA, lots of leadership, conscripts and PFs, smoke, armor, maneuver, and close-in mayhem. The action in our playing swung back-and-forth. At times, it seemed there were maybe 2-3 squad equivalents left on each side, but the refit phase pumps a few more teaser units into the fray. Halfsquads and surviving vehicle crews can make a measurable difference in this game. A lot can swing on successful OBA (of lack thereof). Strong AFV play helps. You can easily get through the entire CG in about 3 sittings. Don't be put off by the somewhat unsaturated colored map - it fits the setting and the time of year. Just play it!
2021-01-12
(A) Andy Goldin
vs
Eric Michael
German win
A close fought game. The tipping point in my favor was late in the first scenario when I had finally gotten a toe-hold in the town and started killing more of his units than he of mine. By Turn 5 of the second game day I had cleared the Germans out of the town except for two buildings near the eastern crossroad. Eric, my German opponent, took a chance with his only remaining tank and sortied out from hiding, where he destroyed a Stuart and my 9-2, thereby putting me over the victory point cap and earning him a win. Despite my best efforts I suffered serious losses to his hidden AT gun and AA guns, losing 2 Shermans to the 76L, one to a 20L and two reinforcing TDs to the second 20L. Effective use of artillery and using the smoke advantages of the American armor kept me in the game, as did his weakling infantry which I mostly brushed aside. Even so, when you have 4 tanks malf their MA in one game, you are going to have a problem -- as I did.
Highlights for me were getting a critical hit on one of his Panthers and immobilizing the second with arty. And I can't forget how one of my 75mm Shermans scored a low probability TH side shot on one of his Mk4s. The best part was seeing how my Gyro-equipped Stuarts were able to use their speed and size to enter the board, win a gun duel to knock out his JgPz, and get a killing rear shot on a Mk4. Lowlights were definitely malf-ing the MA of five of my tanks (four in the morning, one in the mid-morning scenario) *without* having used IF.
To pull off a win, the American must destroy or drive off the German armor to gain freedom of maneuver while using artillery to mercilessly pound his infantry and attrit them. Once that's mostly complete, the American now has freedom of maneuver to bypass or isolate his infantry. He will have too many holes to plug and will be forced to defend an ever-shrinking perimeter which could get flanked by Shermans at any time.
The American has got to take German units off the board by killing or capturing them. While the artillery does a nice job, you've got to get into the town and cut off rout opportunities and really run up the German body count.
It's a challenging campaign game for both sides, I'll be happy to play again.
2019-02-11
(D) Andy Goldin
vs
Eric Michael
American win
My American opponent was both lucky and good. He used US armor effectively by placing tons of smoke and going into motion at every opportunity. He was lucky in the morning scenario by knocking out one of my Panthers with a CH and my reinforcing JgPz with a low-probability APCR hit. Although I still managed to destroy six Shermans in the first game, the fact that I drew two red chits with my OBA meant that his infantry was able to occupy four victory point buildings around the crossroads in the center of town and win the first game. He used his artillery and tanks to chew up my decent infantry, putting me behind for the second CG. In the second CG playing I got lucky with my artillery draw, and my 105 OBA had some nice effects. The decisive blow was the loss of a reinforcing Panther to another CH (snake eyes against my front target facing) and the other to a malf'd MA, leaving me with only one elite squad and a combination of Conscripts to hold the town. That was game over. For what it's worth, the German player doesn't have enough to defend the whole town and should probably focus on the VP buildings in the center and west, since attempting to defend the eastern part of the town will leave the infantry vulnerable to a player who knows how to use American armor effectively.