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.

 And now fo rthe photod:

The view from behind the American lines. The Germans will be coming straight up the middle.


 The view from the German entry point


T5 May's ATG position

The view of Rockstar's position

The airborne left flank

The arrival of a german scout and a proxied panzerschrek team

A German MG42 team arrives

A very suspicious looking PzIIIG

Sgt Steiner goes for a swim

An even more suspicious looking H-39 drives around a disabled PzIII

Two German MG42 teams using the tanks for cover

A troll under the bridge (he has athelete attribute and was trying to get close enough where he could throw a grenade over the river)



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