| Tactics
in Panzer Grenadier: Airborne
By Doug McNair
February 2006
After exploring the wide-open sands of Desert
Rats in a previous tactical
analysis, our upcoming release of Airborne:
Introductory Edition gives me the
opportunity to deal with a much more intimate
WWII tactical setting today. As in Guadalcanal
(the subject of a
previous article), the antagonists in
Airborne have to fight the terrain
as much as they do each other. But the Normandy
countryside presents a very different set
of challenges than the jungles of Tulagi.
Attackers have a greater degree of tactical
flexibility, while defenders have a variety
of options for slowing the progress of the
enemy and making them pay dearly for each
hex taken.
The main factors that drive play in Airborne
are:
Hedgerows
The Airborne board is dominated by
an irregular network of hedgerows that run
along the hexsides. Each hedgerow hexside
has significant defensive benefits: It blocks
line of sight (except for spotting or spotted
units directly behind the hexside), forces
a -2 column shift on the direct fire table
for attackers firing through it, and lets
defenders in an assault fire first at (and
do damage to) attackers who enter their hex
through the hedgerow. Add to that the fact
that foot units pay +1 MP to cross a hedgerow,
mechanized units pay +4 MP, and motorized
units can’t cross a hedgerow at all,
and any defender in Airborne has a
ready-made lattice of natural defensive works
which he can use to foul and slow even overwhelming
attacks.
But attackers are not without options in
hedgerow country. Unlike jungle hexes, which
all block LOS, slow movement equally, and
prevent leaders from activating units in adjacent
hexes, hedgerows are more permeable. Leaders
can activate and influence units normally
through hedgerow hexsides, so they can set
up long chains of command through subordinate
leaders and direct their units to wrap around
enemy flanks. Plus, hedgerows follow irregular
paths down connecting hexsides, so not all
sides of any given hex will have hedgerows.
This means that units can take the time to
move around the flanks of enemy units and
hit them from hexsides that don’t have
hedgerow protection. This is the best way
to force defenders back while minimizing losses.

Hedgerow country.
Swamps
A river cuts through the Airborne
board, surrounded by a five-hex-wide area
of swampland. Swamp hexes provide excellent
cover for units massing for an assault, while
still allowing them to spot enemy units and
call in artillery strikes. Units in a swamp
hex that don’t fire (or which move after
firing) can’t be spotted by non-adjacent
enemy units. However, swamp hexes don’t
block LOS, so units in the swamp can fire
at enemy units within normal spotting range
whenever they want to.
Swamp hexes also give excellent defensive
benefits, because foot units pay 2 MP to enter
them, and motorized and mechanized units can’t
enter them at all. This means that tanks and
armored cars can only shoot from a distance
at units on the other side of a swamp, unless
they or other units can force their way down
the only road on the board that crosses it.
Roads and Towns
He who controls the roads controls the game.
Tanks who try to off-road it through the hedgerows
might as well be off at a barbecue for all
the progress they’ll make, and trucks,
jeeps, motorcycles and armored cars can do
nothing but skirt the edges of the battlefield
without road access. For this reason, Airborne
is very much an infantry-driven game, at least
until the infantry opens the roads enough
for tanks to move through and provide the
punching power necessary to breach enemy defenses.
But the roads run through town hexes, and
each town gives cover and column shifts to
defenders, so opening the roads is a slow
process.
Delaying Tactics
Because of the excellent defensive properties
of the Normandy terrain, attackers need to
keep enemy units under constant pressure from
bombardment and close-range direct fire while
moving units into position for assaults once
enemy morale breaks.
Defenders must therefore position their leaders
among clusters of units so that each leader
can give morale bonuses to as many units as
possible, plus positive column shifts when
the assault comes. Defenders should also pay
close attention to the progress of each enemy
assault and pull units out of the assault
hex once it becomes clear that the hex is
untenable. But whenever defenders pull out
they should leave one half-strength infantry
unit behind to cover the retreat, so the attackers
can’t fire at the retreaters, and to
pin the attackers down. Even a lone half-strength
unit in Normandy terrain can last a long time
against multiple attackers.
Attackers can take advantage of this tactic
as well. Advance units can assault defenders
and tie them down while other attacking units
advance up to and past the assault hex. Units
in an assault hex can’t fire out of it,
so other units moving past the hex don’t
have to worry about opportunity fire from the
hex.
| 
Also a factor driving play.
|
Game Summary
A recent session of Airborne Scenario
8: "Second Try" illustrates the
importance of the factors above. This scenario
depicts the second U.S. attempt to take or
destroy the German-held highway bridge across
the Douve River at Carentan (in the southern
section of the board).
The Americans have committed substantial
forces to the effort (including two tank platoons).
The Germans, on the other hand, have several
grenadier platoons holding the bridge, towns
and north-south road, with more grenadiers
plus armored reinforcements scheduled to arrive
from the south.
The Americans have small forces scattered
about the map east of the road and bridge,
including some platoons at the La Barquette
Lock, six hexes east of the bridge in the
swamp. But their main force of airborne platoons
and tanks appears in the northeast section
of the board on Turn 1, and must fight its
way down the northeast road spur through two
towns, then south on the north-south road
through another town to the swamp, and finally
down the swamp road to the bridge. The other
American units must hit the north-south road
from the east, or move through the swamp and
attack the bridge from the east or south,
tying down the German defenders there so they
can’t move north to help against the
main onslaught.
0830 Hours
The U.S. player gets the initiative (1 activation
before the Germans). He rolls to see if he
gets offboard artillery support this turn,
and is successful. He starts by pouring his
offboard artillery into the northernmost German-held
town, which blocks the road at a chokepoint
bracketed by hedgerows (hex 0803).
The bombardment fire (24 points worth) demoralizes
all the German units in the town and disrupts
their leader. Those units immediately activate
and recover, since they’d be toast if
assaulted by the airborne units while demoralized.
The lieutenant colonel commanding the main
force of airborne platoons in the northeast
board corner then activates all his officers
and units in chain of command, and advances
them adjacent to the town (the Germans there
don’t get to use opportunity fire since
they already activated to recover morale).
A second lieutenant advances to the hex north
of the town (0802) where he can spot for the
U.S. onboard artillery against German units
in the next town down the road (0604). The
artillery has no effect there.
Predicting the likely collapse of the town
defenders at 0803, the German C.O. (a lieutenant
colonel) in the town at 0509 (just north of
the swamp) moves northward with units to reinforce
the town at 0604. Then, the Germans stationed
south of the La Barquette Lock in the swamp
(1013) move west to block the U.S. units there
from breaking out of the swamp and attacking
the bridge from the southeast.
0845
The Americans beat the Germans on the initiative
roll by 6. This gives them 3 activations before
the Germans can activate anybody. However,
they do not get any offboard artillery support
this turn. The U.S. starts by pouring all
its onboard artillery (18 points worth) again
into the second town down the road at 0604.
There is no effect. Then the U.S. lieutenant
colonel leading the main attack force orders
direct fire on the first town at 0803 in preparation
for an assaulieutenant Two German units there are
again demoralized, and their leader is once
again disrupted.
Then the lieutenant colonel and three airborne
platoons pile in and assault the town hex.
Both sides roll a “1” result on
the Assault Table, so both sides take one
step loss and all surviving units and leaders
must make an M2 morale check. One demoralized
German grenadier unit suffers compound demoralization
and is eliminated, while two airborne platoons
are disrupted.
Then, the major who entered the northeast
board edge on Turn 1 activates all his airborne
platoons and moves them west along the north
board edge through the hedgerows, with the
objective of reaching the north-south road
at hex 0601 and then moving to hit the town
at 0604 from the north.
The U.S. C.O. (a full-bird colonel) commanding
the airborne platoons at the swamp lock decides
that the German defenders southeast of the
bridge are too strong, so he starts marching
his units slowly northwest through the swamp
toward the bridge. They can’t be spotted
in the swamp as long as they don’t fire
and the Germans don’t go in after them,
so they’re in no rush.
The German lieutenant colonel sends an extra
grenadier unit into the town at 0604, and
a lieutenant plus a heavy machine gun unit
to the hex southeast of the town at 0705 (to
protect against U.S. platoons moving overland
from the east). This means there are three
units in the town, which gives U.S. attackers
a +1 column shift on the direct and bombardment
fire tables (for dense defenders), but also
makes the town hell to approach since it can
spray 20 points of full-strength opportunity
fire at anyone who breaks out from behind
the hedgerows.
The lieutenant colonel positions himself
and a half-strength grenadier unit in hex
0605 (south of the town on the road) so he
can direct the units in the area without exposing
himself to U.S. assaults from the north and
east.
A U.S. captain and two platoons move westward
to hex 0805, adjacent to the German lieutenant
and heavy machine gun which are in hex 0705
east of the town. He hopes to activate before
the German HMG next turn and assault it before
it can fire at him. A half-strength German
grenadier unit in 0706 does no damage to the
captain’s units with opportunity fire
(the hedgerow hexside between them protects
him).
The Germans south of the swamp start moving
northwest to counter the U.S. swamp march.
They take up defensive positions in the town
at 0613 and the hedgerow hex at 0513. Then
one demoralized German HMG in the assaulted
town up north at 0803 fails to recover and
flees southwest down the road to 0704 (the
lieutenant leading it flees too). The town
at 0803 is now in U.S. hands.
0900
The Germans now get to roll to see if their
reinforcements arrive. They roll a 10, and
they do! The U.S. gets the initiative by 3
(2 activations), but no offboard artillery.
As planned, the U.S. captain and two platoons
cross the hedgerow hexside from 0805 to 0705
and assault the German lieutenant and HMG
there. Since the Americans crossed a hedgerow
to get to the assault hex, the Germans get
first fire, but they only disrupt one airborne
platoon. The Americans do much better, demoralizing
the Lieutenant and disrupting the HMG.
The German lieutenant cvolonel south of
the town activates himself and the units in
his area in chain of command. The demoralized
German HMG on the road in 0704 (the one that
fled from the town at 0803) rolls to recover,
to avoid being assaulted by advancing U.S.
forces while demoralized. It rolls a natural
2 on the recovery roll, and skips disruption
to reach good order in one turn!
This annoys the U.S. lieutenant colonel leading
the charge down the road, because he has only
one good-order unit next to the German HMG,
and if he assaulted it now he’d be at
a disadvantage. So, he just fires at it —
and demoralizes it again! The other U.S. units
behind him advance southwest.
The German reinforcements now enter at the
south board edge. The German PZ IVF2, armored
car and motorcycle platoons all speed up the
north-south road to reinforce the defenders
around the town at 0604. The three grenadier
and one engineer units move north as well
to oppose the U.S. swamp march toward the
bridge.
With the arrival of the German armored reinforcements,
a frontal assault on the already well-defended
town at 0604 is less appealing. So, the U.S.
player sends units on a flank march around
the town to the northwest, with the closest-in
units entering the hex at 0504, whose hedgerow
bordering the town helps protect them from
opportunity fire. One U.S. unit there is nevertheless
demoralized by opportunity fire from the town.
There are no other hedgerow hexsides bordering
the town, so the other U.S. units march even
farther to the west, to approach the town
and road defenders from that less-defended
side on later turns.
The demoralized German lieutenant in the
assault hex at 0705 fails to recover and flees
south, while the HMG unit he was with recovers
to good order. Then the swamp-marching U.S.
units, seeing that the German reinforcements
make a westward march to the bridge unfeasible,
fire on German units to their south.
0915
With the arrival of the German reinforcements,
American prospects aren’t looking much
better than they did historically (the U.S.
never got anywhere near the bridge). The German
eastern flank has now been reinforced by armored
units, so the captain in the hedge hex at
0504 decides to charge through the hedgerow
and assault the town at 0604 from the northwest.
This (he hopes) will tie down the defenders
there and prevent them from hitting U.S. units
with opportunity fire as they approach from
the northeast. The Captain has only one good-order
Airborne unit with which to assault the town,
but no guts, no glory. . . .
The Germans get first fire due to the hedgerow,
and roll a 4 on the 24 column, causing a step
loss to the airborne platoon. The captain
is disrupted and the platoon is demoralized,
but they still tie up the defenders so other
U.S. units can move adjacent to the town with
no German opportunity fire.
The German major in the town counter-assaults
and kills the airborne unit (the captain leaves).
Then the armored car and motorcycle units
pile into the assault hex to the southeast
at 0705 to assist the HMG whose leader fled.
The Germans fire on the 30+ column and inflict
two step losses on the Americans, killing
one airborne platoon and leaving the other
disrupted.
The U.S. lieutenant colonel in the town
at 0803 could send the HMG and under-strength
airborne platoon in hex 0804 into the assault
hex at 0705 to assist the newly desperate
captain and his disrupted platoon there, but
the hedgerow between those two hexes would
give the Germans first fire, and the assaulting
units would die. So he just leaves the captain
to hold his own and tie down the three German
units while other U.S. units advance. The
lieutenant colonel moves southwest to hex
0704, assaulting the demoralized German HMG
there. He rolls a “2” on the assault
table and kills it (its leader flees southwest
to the town at 0604). German offboard artillery
hits the U.S. lieutenant colonel in 0704 and
disrupts one of his units.
The swamp marchers have little effect firing
at the Germans to their south. Then the German
panzer platoon advances to hex 0706 (south
of the assault hex at 0705) to prevent more
flankers from coming in from the east. The
U.S. captain in hex 0705 recovers morale,
so he and his units can continue to pin down
the three German units there.
0930
The Germans have now taken four step losses
while the U.S. has taken five. Initiative
goes down by one point for every three step
losses taken in this scenario, so German initiative
is now 2 while the U.S. initiative is 3. The
Germans get the initiative this turn, while
the U.S. gets offboard artillery support.
The major in the town at 0604 activates,
and all units in the town fire at the U.S.
major and his three units in the adjacent
hex to the north (0603). They roll a 5 on
the 45+ column, inflicting a step loss and
demoralizing one U.S. unit.
The U.S. then puts its offboard artillery
into the town at 0604, but only disrupts the
major there. Then the German units in hex
0705 assault the U.S. captain and his unit
there and demoralize both of them, inflicting
a step loss in the process.
The U.S. lieutenant colonel now activates.
His units are too dinged-up to assault the
hugely stacked town at 0604, so he just goes
for multiple point-blank fire attacks. One
attack kills the 75mm infantry gun and demoralizes
both the major and the lieutenant there. The
second attack causes a step loss to a grenadier
unit there and disrupts another.
German offboard artillery disrupts one unit
adjacent to the town. Then the U.S. captain
holding out against the German grenadier,
motorcycle and armored car in 0705 recovers
morale. The German lieutenant colonel sends
a fresh grenadier platoon into the town at
0604 to replace eliminated units there.
Then the U.S. continues its wide right-flank
march around the town at 0604, and puts units
into position to assault it next turn. The
German panzer platoon moves into the German
lieutenant colonel’s hex to protect
him (weakening the German east flank somewhat),
and the U.S. tanks can finally move into the
now-empty town hex at 0803.
0945
The Germans have now taken six step losses
and the U.S. has taken seven. German/U.S.
initiatives are 1 and 2 respectively. The
Germans get the initiative, and the U.S. gets
offboard artillery.
The German lieutenant colonel activates the
units and leaders in the town at 0604. The
leaders are both demoralized, but one recovers
(the other flees south). The two grenadier
units there fire at the U.S. lieutenant colonel
and his three units. They roll a 12 on the
30 column, for a 2X result! That’s two
step losses, plus a disrupted U.S. unit.
The German panzer platoon then moves to hex
0505 to put the town at 0604 between it and
the U.S. tanks in 0803. It would love to shoot
at the U.S. tanks, but can’t because
of the German armored car which is currently
pinned down in the assault hex at 0705. The
U.S. tanks have no such restriction, so the
German tank has to seek cover to keep from
being a sitting duck. The German lieutenant
colonel brings a half-strength grenadier unit into
his hex from hex 0706, and now the German
east flank has a hole in it.
The U.S. lieutenant colonel sends a captain
plus platoons into the town at 0604 to assault
it while other units around the town try to
recover morale. The Germans withstand the
assault with no ill effect, while one U.S.
HMG unit is disrupted. Using chain of command,
the lieutenant colonel also activates the
other leaders north and west of the town and
sends the wide-flank-march units southwest
of the town, so that they’re now adjacent
to the German panzer platoon in 0505.
The German HMG, motorcycle and armored car
units assault the pesky captain with his one
airborne unit. He withstands the assault and
even disrupts the armored car! Three U.S.
units then move south on the German east flank
toward the hole. A grenadier unit with a German
lieutenant move toward the hole to fill it.
The U.S. tanks then move from the town at
0803 to the road hex at 0704, directly adjacent
to the assault hex with the heroic captain.
German grenadier units start moving north
from the bridge. The colonel in the swamp
sees this and starts moving his units west
again to prevent further movement north off
the bridge. He makes the mistake of sending
one unit directly northwest, adjacent to a
German unit, and the opportunity fire from
that unit destroys the moving U.S. unit (two
step losses). The other units retreat north
into the swamp to avoid more opportunity fire.
1000
The Germans have taken six step losses,
and the U.S. has taken 11. Both sides have
an initiative of 1 now. The Germans win the
initiative roll, and the U.S. gets offboard
artillery.
The panzer platoon and the reduced-strength
grenadier unit in the hex with it fire at
the U.S. flank-marching units adjacent to
them, but there’s no effect. The captain
in the town at 0604 assaults again, but he
and his units get a huge bloody nose, with
one unit taking a step loss and all of them
ending up disrupted or demoralized.
Then, the three German units in the assault
hex at 0705 finally kill the last U.S.
unit there, but in the process the armored
car is demoralized and the German HMG is disrupted.
The heroic U.S. captain survives and joins
his lieutenant colonel in the hex to the north
(with the U.S. tanks). The tanks now have
a clear target, so they open up on the three
German units who had to work so hard to eject
the captain. They fire on the 45+ table, disrupting
or demoralizing all the units there. The lieutenant
colonel, in the same hex with the tanks, still
has chain of command all the way west to hex
0404, so the units there cross the hedgerow
to assault the panzer platoon and reduced-strength
grenadier in hex 0505. The Germans get first
fire and do a step loss to the U.S. units.
All the U.S. units make their morale check,
but they do no damage to the Germans.
The German lieutenant colonel sees that
both his flanks are crumbling now, so he decides
to pull his units southward and out of the
town at 0604. He activates all the units he
can and moves south down the road to the town
at 0509 (along with fleeing demoralized unit
that failed to recover).
U.S. offboard artillery hits the three German
units in hex 0705 but has no effect. Then
the two full-strength grenadier units in the
town at 0604 pull out of the assault there,
leaving one half-strength grenadier behind
to cover their retreat and pin down the badly-bloodied
U.S. units there. They move to hex 0605. U.S.
onboard artillery hits the retreating grenadiers
but has no effect.
German mortars from the swamp hit the U.S.
units marching toward the hole in the German
east flank. They demoralize the U.S. engineer
unit there, which is bad because he’s
good in assaults. The engineer recovers and
the other units fire, but with no effect.
The U.S. continues its march down the far
German left flank, wrapping around the panzer
platoon and the town at 0604, and then a U.S.
sergeant with two half-strength units that
have been moving in slowly on the German east
flank move to the woods hex at 0707. This
is just east of the road, and south of the
retreating grenadiers. If the sergeant can
take the road hex, he will have cut off the
German retreat route south down the road.
German grenadiers from around the bridge move
up the swamp road to stop him.
Then the colonel and his Swamp Marchers move
west toward the bridge (into hexes 0712 and
0812). The Germans move west to block him,
and a German lieutenant and two units move
into hex 0813. This puts them adjacent to
the tail end of the swamp march, and nets
them a bonus by killing a lone U.S. lieutenant
who stayed in 0813 to recover morale.
1015
The Germans have taken six step losses,
and the U.S. has taken 14. German/U.S. initiatives
are now 1/0. The Germans get the initiative
by 3 (2 activations before the U.S.). This
is good, because the Germans around the town
at 0604 need to fall back fast before the
U.S. can close the net from the west, east
and south, and destroy them with artillery,
infantry and tanks.
The U.S. sergeant has the road hex south
of the retreating grenadiers covered, so the
grenadiers retreat offroad through the hedgerows,
two hexes southwest to hex 0406. The German
lieutenant commanding what’s left of
the German east flank fires at the sergeant
in the woods (no effect), while the disrupted
German motorcycle moves to the road hex at
0605 and the HMG and armored car try to recover
from being demoralized. The HMG recovers but
the armored car doesn’t and flees down
the road all the way to the south board edge.
U.S. infantry then piles into the hex with
the panzer platoon and reduced-strength grenadier.
They disrupt the tank and demoralize the grenadier.
German offboard artillery is ineffective,
and the U.S. sergeant moves to the road hex
at 0606 to block the German retreat south.
Weak German opportunity fire is ineffective
against him.
The reduced-strength grenadier with the panzer
recovers morale. This is good news, because
it can stay behind to cover the panzer’s
retreat. The disrupted panzer crashes south
through the hedgerows to hex 0506.
U.S. offboard artillery is ineffective,
but a German mortar once again demoralizes
the U.S. engineer unit east of the retreating
Germans. The U.S. tanks plus an airborne platoon
in 0704 fire point-blank on the disrupted
HMG in hex 0705. They roll on the 45+ table
and score a “2X” result, killing
it (two step losses).
The German lieutenant harassing the tail
end of the swamp march fires at the U.S. colonel
in hex 0812, but does no damage. The colonel
fires back and calls in an artillery strike,
but to no avail. The Germans reinforce the
bridge defenses, while the U.S. engineer unit
fails to recover from demoralization and flees
northeast. The wide-flank marchers on the
German left continue marching south to pursue
the fleeing Germans.
1030
The Germans have taken eight step losses,
and the U.S. has taken 14. German/U.S. initiative
is 1/0. The U.S. gets no offboard artillery
support, but the Germans now know that they
must destroy the Swamp Marchers before the
main U.S. force arrives from the north. If
both forces hit the bridge simultaneously,
the U.S. will take it.
The Germans win the initiative roll by 5,
getting three activations before the U.S..
The disrupted panzer crashes through another
hedgerow to reach the road at hex 0507. Then,
the two full-strength grenadiers who retreated
from the town to hex 0406 fire point-blank
through the hedgerow at the southbound U.S.
flank marchers in 0405. They demoralize both
leaders in that hex plus one airborne platoon,
and disrupt another. Outstanding example of
a fighting withdrawal! Then the lieutenant
commanding the remnants of the east German
flank pulls back by moving into the blocked
road hex at 0606 and assaulting the U.S. sergeant
and his units there. The Germans do no damage
but are disrupted.
The U.S. tanks now move to hex 0706, where
they have a clear shot at the disrupted panzer
platoon in 0507. The bloody-nosed U.S. captain
up in the town at 0604 assaults again, but
makes no headway against the lone reduced-strength
grenadier there. German offboard artillery
is ineffective, and the sergeant on the road
counter-assaults the German lieutenant, demoralizing
him and his grenadier. Then U.S. onboard artillery
demoralizes the German motorcycle unit which
is now trapped in hex 0605. The demoralized
German lieutenant and grenadier fail to recover
and flee from the sergeant's hex and into
the woods.
Then, the lieutenant and his grenadier at
the tail end of the swamp march pile into
the hex with the U.S. colonel and two airborne
platoons, assaulting him. The colonel disrupts
one German unit and takes no damage. Then
the colonel activates, brings in an adjacent
unit, and counter-assaults the lieutenant.
He does no damage, but on his defensive fire
the lieutenant does one step loss and kills
the colonel! This is decapitation (kill
the C.O. and units around him can’t
move for a turn), and the Swamp Marchers have
no leader now.
A German grenadier moves toward the leaderless
units, but one of them that’s not in
the assault hex (an HMG) demoralizes it with
opportunity fire. The HMG is spotted now,
so the German units around the bridge go to
work on it and demoralize it.
The two demoralized leaders of the far right
U.S. flank march in 0405 fail to recover, and
flee northward. The point of the flank march
is now leaderless. The three platoons there
stay put and recover morale. The demoralized
German motorcycle in the road also fails to
recover, and since the road south is blocked,
it flees to the north board edge.
1045
The Germans have taken eight step losses,
and the U.S. has taken 15. German/U.S. initiatives
are now 1/-1 (effectively zero, since initiative
can’t go into negative numbers). The
U.S. gets offboard artillery, and the Germans
get initiative by 5 (3 activations).
The grenadiers fire again at the leaderless
flank marchers in 0405, disrupting the only
good-order unit there. The disrupted panzer
platoon then fires at the adjacent sergeant
and his units in hex 0606 (before they can
assault him) and demoralizes the sergeant.
The German lieutenant in the swamp then assaults
the dead colonel’s troops, but he himself
is disrupted. Then, the rest of the German
grenadiers south of the swamp rush the Swamp
Marchers.
The U.S. tanks blast away at the demoralized
panzer in 0507 but fail to damage it. Then,
the lieutenant colonel with the tanks in 0706
tells the demoralized sergeant’s troops
in 0606 to assault the panzer. They do, but
do no damage (and a U.S. unit is disrupted).
German offboard artillery is ineffective.
The U.S. town assault at 0604 gets another bloody
nose, with two U.S. units demoralized. The Germans
there will all get posthumous Iron Crosses
. . .
The U.S. troops in the assault hex at 0505
finally kill the half-strength grenadier which
the panzers left behind. Then, the leaderless
flank-marchers in 0405 fire and disrupt the
grenadiers in 0406. This is good, but since
they’re leaderless and disrupted they
can’t assault the grenadiers next turn.
The U.S. engineer keeps running, and the demoralized
U.S. HMG in the swamp flees northeast. The
Swamp Marchers in the assault hex fight back,
but to no avail.
1100
The Germans have taken nine step losses,
and the U.S. has taken 15. Initiatives are
0/-1. The U.S. gets offboard artillery, and
the Germans get the initiative. The panzer
platoon assaults the infantry assaulting it,
but has no effect. Then the U.S. tanks blow
up all the panzers! This counts as four step
losses! Then the Germans bring grenadiers
who came up from the bridge into the ex-tank
hex and assault the U.S. infantry there, disrupting
both of them. German offboard artillery then
fires at the leaderless U.S. flank marchers
in 0406, and demoralizes one of them.
The Germans then pile in to assault the
Swamp Marchers, who are largely demoralized
now. They inflict four step losses. U.S. units
in the town assault at 0604 recover morale,
but German mortar fire demoralizes all the
leaderless U.S. flank marchers in 0405. The
U.S. lieutenant colonel then jumps into the
road assault against the reinforcing grenadiers
in the ex-tank hex, but he and his units are
demoralized and disrupted. German demoralized
units on the board edges begin to recover.
1115
The Germans have now taken 13 step losses,
and the U.S. has taken 19. The U.S. advance
down the road and the far right flank march
have both ground to a halt, their units largely
demoralized. German reinforcements are taking
up positions around the town at 0509, the
leaderless Swamp Marchers have all been killed
or thrown north across the river. The U.S.
has only 14 good-order combat steps on the
board now, while the Germans have 24.
The U.S. tanks are still a potent force,
but so is the 50mm German anti-tank gun on
the bridge, which has cover for being in a
town and can hit the tanks at a range of eight
hexes (far beyond the tanks’ own gunnery
range). German offboard artillery and mortar
support are guaranteed, while U.S. offboard
artillery support is iffy. And the U.S. engineer
unit (the only one that can blow up the bridge)
is still running away. So there’s no
way the U.S. can win at this point.
THE GERMANS STOP THE U.S. ADVANCE AND WIN!
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