Nuts! Blood upon Riser final scenario
The final scenario
– Men of Iron
Elements of 507th PIR v Elements of the German 91st
Airlanding Division
Based upon the German attempt to force the crossing of the
bridge over the Merderet at La Fiere. Historical note: the Germans were unable
to force a crossing. A day or so later, the Americans returned the favor as Cpt
Rae of Service Company led an ad hoc force across this same causeway, earning a
Distinguished Service Cross in the process.
Throughout this campaign I have experimented with the latest
version and the quick play rules. For this game, I decided to give the 2014
version a try.
I decided to change a couple of things with the scenario. The
original map just shows light trees along the sides of the road on the German
side of the river. However, period photos, like the one below, show pretty
thick vegetation, so I decided to line the road with hedgerows on the German
side.
Secondly, I tweaked the reinforcements a bit. The Germans can
get a lot of troops and I wanted to avoid proxying as much as possible (didn’t
have a choice for the tanks). I also like to personalize all the troops, even
the Germans (they are named after TV or movie characters, and almost always
carry the same weapon they did on the movies). So instead of using the
initiative roll as described in the rules, I went ahead and rolled for them (including
turn of arrival) before the game started so that I could plan them out.
Rules note: I like this set of rules very much, not the
least because it is designed for solo play. However, it is fairly complicated,
so there was a pretty good learning curve for me. I am still learning as I
complete my first campaign. This may be the first time I used “Active firing”
(as opposed to “Reaction fire”) properly (both in terms of rule and tactics).
As usual, game photos at the end.
US Airborne Forces at start:
With SSG Rockstar (carb) on right flank behind hedgerow:
.30 MG team, 3 x SMG, 1 x carbine,
3 x M1 (oops. Forgot to put bazooka team on board)
Center Rear (on hill)
T5 May and 57mm ATG
Left Flank
In trees by bridge: Cpl Daly
(M1), bazooka team, M1
Behind rock wall: Sgt Lyon
(SMG), SMG, Carb, M1
In house by river: T3Seid
(Carb), M1
In house farther back: Lt law,
3xM1
Turn 1: Initiative 2/1 Americans
May and his ATG have
a perfect view of the road, so as soon as a German group sets foot on the game
board, they are immediately in May’s LOS.
The Germans start the game with two “Possible Enemy Forces
(PEF)”. They are immediately identified
as a single scout w/ MP40 and a panzerschrek team. The Americans active fire,
but miss the long-distance shot.
The paratroopers are in good positions and will rarely move
this day.
On the German phase, as soon as they take one step they are
sighted by the ATG. The Germans with their “In Sight Test” (IST), but have no
targets in range. The ATG again misses
its long-range shot. The Germans advance up the road, because of the cover of
the hedgerow, the other Airborne groups do not have LOS.
Reinforcements: a 3-man MG42 team arrives. They are also
spotted by May’s ATG. This time his gunner scores a hit, killing both the ammo bearers.
However, Obergefreiter (OGF) Reisenauer bravely carries on.
Turn 2: Initiative 3/2 Germans
OGF Reisenauer needs a loader, so he double times it up to join
scout Kruger. May’s ATG again misses. OGF Reisenauer takes the opportunity to
advance to the edge of the hedgerow. (Note: I am a little uncertain of the rules
in this situation – not sure if there should have been a new IST or not)
Reinforcements: A Pz IIIG arrives. May’s group is on the
mark this time, and score an immobilizing hit. The German gunner “snap fires”
back, but misses. Lt Gruber orders his crew to bail out.
With no visible enemies, the Americans sit tight and hold
their positions.
Turn 3: Initiative 6/4 Americans
The Americans continue to hold tight.
OGF Reineauer and his new loader open up with active fire on
Rockstar and his group, killing Pvts Jones (SMG) and Simpson (MG loader).
The ‘schrek team fires at the window of the closest
building, but misses.
Reinforcements: Sgt Steiner’s (MP40) assault group: Mp40,
MP44x2, Gw43x2, 3 riflemen and one rifleman w/ a grenade launcher.
Steiner decides to take his men off to the right, opting to
avoid the killing ground of the causeway for the flooded ground. There are
several casualties on both sides as they blast away at each other. Several (but
not all) of the Germans duck back into the foliage, while the paratroopers duck
back behind the stone wall.
Turn 4: Initiative 6/5 Germans
The Germans hold fast and don’t take any aggressive moves.
Rockstar’s group active fires on OGF Reisenauer, killing
both him and his loader. Pvt Miller takes over as MG loader.
May’s ATG finds the range and destroys the ‘schrek team.
Meanwhile, all the groups on left flank open fire on Steiner’s
survivors, killing most of them.
Turn 5: Initiative 5/1 Germans
OGF Kroner takes charge of Steiner’s survivors and rallies
them. They again try to advance, but are cut down.
Turn 6: Initiative 5/4 Americans
Americans hold tight
German Reinforcements: Sgt Schultz and his H-39.
May’s ATG fires and misses. Schultz returns fire, but also
misses. His driver negotiates around the disabled PzIII.
Turn 7: Initiative 6/5 Germans
The Germans hesitate, not knowing what to do
Cpl Rohleder and 2 x MG42 teams arrive and take cover behind
the PzIII
May’s ATG find its mark, and disables the H-39. Schults
orders a bail out.
Turn 8: Initiative 5/4 Germans
Rohleder skillfully moves his men behind the cover of the disabled
tanks – the paratroopers have no shots.
Turn 9: Initiative 5/3 Germans
Rohleder sends one MG42 team around the left of the disable
tank, and another around the right. May’s
takes a shot, but because of the cover of the disabled tank, his round is
ineffective (more or less a referee’s decision).
Note: This is the same situation as before – where I wasn’t
sure of the “In Sight” rule. I allowed the MG 42s to advance and do an active
fire.
The MG42 on the left sprayed Rockstar’s group – killing another
loader. The MG42 on the right wasn’t
able to “get the drop” and they were suppressed before they could fire.
On their turn, the Americans open up a deadly “active fire”
and eliminate both MG teams.
Turn 10: Initiative 6/4 Germans
No activity
Turn 11: Initiative 4/3 Germans
Reinforcements: Ly Meyer (MP40), Sgt Otto (MP40) and 4
riflemen arrive. They move up slowly taking cover behind the disabled tanks and
thus avoid detection.
Turn 12: Initiative 6/1 Germans
No activity
Turn 13: Initiative 6/4 Germans
No activity
Turn 14: Initiative 5/3 Germans
Lt Meyer moves up, but he is outgunned by the airborne.
There are casualties on both sides, but in the end, the paratroopers hold on
and the surviving Germans fall back.
End:
The Germans never really got close to crossing the bridge –
which is more or less the historical result. I suppose the main difference was
that the German tanks were nocked out by the ATG instead of the bazookas. The Germans
did have some bad luck, with both tanks being knocked out right away, but
attacking across that causeway against dug in paratroopers was a tall order.
As far as the different versions of the rules go, I think I
like the 2014 version best. But knowing me, I probably will end up with a mix
of everything.
The view from behind the American lines. The Germans will be coming straight up the middle.
A very suspicious looking PzIIIG
Sgt Steiner goes for a swim
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