| Strategies
in America Triumphant
by Doug McNair
October 2005
Continuing my fascination with the games
published by 119694_avalanche Press during my sojurn
through the real world, today I focus on America
Triumphant. America Triumphant
is a game that offers a radically different
strategic and tactical situation from Gazala
(the subject of my
last article). So even though both games
use the same system, the factors that drive
this game of combat in the Ardennes require
players to think and act quite differently
from a game of desert battles.

“Terrain of the Bastogne Pocket.”
Painting by Olin Dows, 1945.
Terrain and Ground Conditions
The America Triumphant board is
shot through with rivers, streams and forests
and crisscrossed by a complex network of roads.
The roads offer the only real opportunity
for making quick advances and taking territory,
so the badly-outnumbered and -outgunned Americans
can give the Germans hell by focusing on controlling
key road crossings. Also, the Ground Conditions
die roll each turn gives a significant possibility
of snow, which cuts movement rates in half.
This can be very bad for either side depending
on the distance of their forces from weak
points in the American line.
In addition, the Ardennes offers far more
opportunities than the desert for troops to
entrench in strategic positions and halt enemy
movement. For that reason, units in America
Triumphant cannot move from one enemy
ZOC to another (unlike in Gazala), unless
there is a friendly unit covering for them
in the hex they wish to enter. This makes
things tougher for the Germans in their efforts
to exploit any breaches in the Allied line.

Difficult to dislodge. A 7th Armored
Division anti-tank crew in Vielsalm,
23 December 1944. |
Divisional
Integrity
German armored divisions in America Triumphant
consist of three regiments (armored,
mechanized and motorized). These units are
trained to fight together to maximize their
combined arms capability. Because of that,
if all three regiments of the same armored
division are stacked together, they can attack
and defend at double combat strength. This
capability is the main factor giving the Germans
a chance to blow holes in the Allied line
of defense. The tough, broken terrain of the
Ardennes, plus weather conditions and Allied
air support, makes Allied units very difficult
to dislodge, and the fact that they can simply
retreat up the road to the next crossroads
makes life even tougher for the Germans. This
makes it crucial for the German player to
keep the units of his armored divisions stacked
together, and have some supporting units stacked
with those divisions to absorb any losses
(if you lose one of the three units in the
division, you can’t get the divisional
integrity bonus anymore).
Engineers
Tanks can’t move or attack across rivers.
This means that the Germans have no chance
to use their main weapon, the aforementioned
Divisional Integrity bonus, if there’s
a river between them and the Americans. This
makes German Engineer units crucial in America
Triumphant. Most bridges start the game
destroyed or heavily guarded, so one of the
best tactics the Germans can use is to ford
a river at an unguarded point with infantry,
then bring up an Engineer unit to construct
a bridge behind them. If successful, the Germans
can quickly send armored divisions across
the river to attack targets beyond it, with
the infantry that created the bridgehead supporting.
Supply
In America Triumphant, the German
supply situation is tenuous. Fuel is running
low, so each turn the German has to spend
3 supply points for each HQ unit he wants
to put “in supply” meaning it
can supply the units it commands. The Germans
don’t get that many supply points, so
they have to ration them carefully, putting
only those HQ units in supply that the German
player thinks will need to provide full combat
support this turn. Units under HQ’s
not in supply can still move and fight, but
at half-strength.
This narrative of a recent game of the "Drive
on Antwerp" scenario illustrates the
importance of the four factors above:
December 16th
The Germans decide to put all their chits
in the cup to maximize their chances of attacking
the Americans before they can consolidate
their forces. They also spend the full 12
points to put all their Headquarters units
in supply. The German 7th Army activates first,
but its attack is blunted. Then the 5th Panzer
Army activates and drives the U.S. forces
out of Loscheimergraben (in hex 2105) and
westward down the road to Butgenbach (hex
2008). The German SS Panzer divisions advance
to hexes 2006 and 2007, giving the division
in 2007 an open road to the SW.
Then the U.S. VIII Corps activates. Since
there are no German engineers in the 15th
Army at the north end of the board, the U.S.
311/78 regiment pulls back from the river
at 1106 to the road so it can head south to
block breaches in the line. The U.S. units
in 1306 are trapped between the ZOC of the
German 15th Army units to the east and forest
and river to the west, so the best thing they
can do is stay put and block the road to Liege.
The Recon and Infantry regiments in the victory
hex at Monschau do have an escape route, however,
and they take it, backing up one hex to 1608
so they can hold the road while forcing any
Germans coming from the east to attack them
from across the river. Other U.S. units move
into Rocherath (1906), Bitgenbach (2008) and
Anbleve (2208) to block roads and junctions
ahead of 5th Panzer Army’s initial thrust.

German infantry advance past abandoned
American guns. |
Then U.S. V Corps activates. The German 7th
Army has engineers, so the U.S. units across
the river from them must stay there to prevent
the Germans from repairing the blown bridges.
But the CCR9 regiment (positioned in reserve
at Trosvierges (2911) moves to 2708 to stack
with the lone U.S. tank unit there and prevent
the SS Panzer division in 2007 from overrunning
it and moving deep into the U.S. rear. The U.S.
rolls for Operational Halt but fails.
The German 15th Army to the north activates.
Infantry and Engineer units use Strategic
movement toward the blown bridge at the north
end of the river. The rest of 15th Army attacks
the Americans in 1306, but they hold with
no damage! Then the German 6th Panzer Army
activates, but its attacks have only minimal
effect.
So, after the first turn, the only real German
advance is of 1st and 12th SS Panzer Divisions
out to hexes 2006 and 2007.
December 17th
The weather changes to Cloudy, giving the
U.S. 3 points of air support this turn. The
ground condition changes to snow, slowing
the German advance. The Germans have only
16 supply points to work with till the end
of the game, so they only put the German 5th
and 6th Panzer Armies in supply to support
their one advance. The 15th Army will continue
to try to ford the river to the north, circumventing
the U.S. units in 1306.
The 6th Panzer Army activates. The 1st SS
Panzer Division destroys CCB in Rutgenbach
and advances, leaving its Mechanized regiment
behind to provide a supply line and prevent
the other 2 regiments being cut off by a U.S.
attack from units on its northern flank.
Then the U.S. VIII Corps activates. The units
in Rocherath (1906) are now surrounded by
German ZOC so they can’t move. The U.S.
must retreat somebody to a crossroads to the
west to prevent the Germans from charging
down the open road and killing the VIII HQ,
so they move a Recon unit to 2010.
The U.S. V Corps activates and uses strategic
movement to bring more units north. There
is no operational halt.
The German 15th Army activates. Its infantry
ford the river and an Engineer regiment moves
to the east bank of the river so it can attempt
to build a bridge next turn. Other units move
to cut off U.S. units in 1608 from supply.
The 5th Panzer Army activates. They kill
the U.S. units in 2608 and open the road to
St. Vith, but CCR9 in 2708 (which moved up
from Trosvierges last turn) holds and its
ZOC blocks any German advance past it.
December 18th
Weather changes to Precipitation, and ground
condition changes to Frost, so the Germans
can move normally and there’s no Allied
air support. The Germans put the 5th and 6th
Panzer Armies in supply again.
The U.S. V Corps activates first. Its sends
CCA9 plus tank and infantry units to St. Vith.
CCR9 stays in place by itself (the rivers
give it good protection).

Defenders of St. Vith. 7th Armored Division
tanks await the Germans. |
Then U.S. VIII Corps activates. It sends
units to reinforce Anbleve against the anticipated
attack of 12th SS Panzer Division from the
north. There is no Operational Halt.
The 5th Panzer Army activates. Some of its
infantry units ford the river with another
Engineer unit moving into position to build
a bridge. Three German Armored divisions (2nd,
116th and the Panzer Lehr) attack CCR9 in
2708, and it loses a step and retreats to
2609.
The German 6th Panzer Army activates and advances
on a broad front, with infantry fording streams.
It attacks Rocherath and Anbleve, but forces
there hold.
The German 15th Panzer Army activates and
the Engineer unit attempts to build a bridge,
but fails. Other units ford the stream.
December 19th
Weather is cloudy and ground condition is
Frost. The Germans are down to their last
3 supply points, so they put the 5th Panzer
Army only in supply. It’s do-or-die
time — after this turn all their units
will be at half combat strength.
5th Panzer activates first, and the Engineer
unit it moved to 2507 successfully builds
a bridge to 2408. The Panzer Lehr crashes
through the forest from behind, and speeds
across the bridge to attack St. Vith.
Then the 1st SS Panzer Division advances,
and the Recon unit blocking the road at 2010
decides not to die heroically (and pointlessly)
so it retreats 3 hexes, still guarding the
road between the Panzers and the U.S. HQ.
The Panzers move to the victory hex at Malmedy.
Then the 12th SS Panzer division moves south
and destroys the U.S. units guarding Anbleve,
taking that town. Panzer Lehr’s attack
on St. Vith is blunted, but the two remaining
German Armored divisions attacking CCR in
2609 destroy it, opening the road southwest
to Trosvierges and the undefended U.S. V Corps
HQ beyond.
At this point, there is a 2-hex breach in
the Allied line at 2107 and 2208, with no
Allied ZOC. All Allied VIII Corps units are
effectively pinned down by German ZOC, severely
limiting their movement capability. And the
two SS Panzer divisions are loose in the Allied
rear, free to split their component regiments
up to take victory hexes independently. The
U.S. V Corps HQ is in danger of being overrun,
and can do nothing but retreat along with
its units. The game is over, and the Germans
win with a last-minute breakthrough.
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