asl crossroads : aar central — a b : bbuster :


Bridge Busters - Time on Target 38
AAR Catch-Up time. Mike Licari and I, having gotten some practice with the Fun-Clunks in 'Breaching the Maaloxmoment,' switched sides to play TOT38. I controlled the B IVs, while Mike controlled his laughter:

Victory: Germans win when any hex of bridge is eliminated - unless Russians inflict 28+ CVP of Personnel/crews/B IVs.

SSR:

  1. Bridge in hexes 7AA6-AA8. Terrain Blazes are NA. E1.16 applies to Fort.s
  2. The 4 StuGs are the controllers for the B IVs

Russians set up first, on bd 7 & on/east of 18L0-FF10; HIP 1 sqd-equiv [ELR 3] {SAN 3} 7x 447, 2x 228, 9-1, 8-0; HMG, ATR; 45LL AT, T-70; 4x Foxhole

Russian reinforcements, on Turn 5 from N edge: 447; ATR; 3x SU-57(a), BA-64B

Mike concentrated his ATG and HMG around 18S1. Two squads set up on the hills as Funclunk-inhibitors. He HIP'd a crew+ATR in the level 1 Woods (18W4). This was pretty basic, but perhaps slightly conservative: more could have gone on the level-2 hills or just behind them.

Germans move first, enter on/after Turn 1 between 18B10 & Q10 [ELR 4] {SAN 2} 6x 468, 248, 8-1, 8-0; 2x LMG, DC; 4x StuG IIIG, 4x Fkl B IV, SPW 251/10, 2x SPW 251/1

My plan was to use the infantry to flush out the defenders, then bring on the StuGs to clear a path for the B IVs, and then simply cruise onto the bridge and go BOOM!

On turn 1 the infantry rode their hts as far as possible, then hopped out (around 18P6). In the APh I formed a 3-sqd/8-1 stack under a ht. In the Russ PFPh this stack was shattered by their HMG; the ht was toasted by the ATG. I had flushed out 2 units with my infantry.

Turn 2 I tried to force the hts up the middle of 18, getting as far as the bridge in R5 before the ATG wrecked the remaining hts. The infantry were scurrying for cover and pretending to return fire.

Turn 3 the StuGs finally appear. They move to either flank of the Russ strongpoint, but can't get in firing position. The infantry are trying to harm the HMG/ATG and creep forward.

Turn 4 a StuG gets up the hill and OVRs one Russ lookout; the squad breaks, routs to 18BB7 building. On the Russ RPh, these creeps self-rally! They go back for more, getting broken and ELR'd, routing back to BB7. In the meantime, a StuG finally gets the HMG/ATG in its sights, breaking the MG team.

Turn 5 I remember at last to bring on the Funclunks. Turns out the S1 area units have LOS to the entry map-edge; this forces the B IVs to scuttle (in Bypass!) around 18R9 - in Inherent Driver mode the Funclunks cannot move towards enemy unless they pass a NTC. If the TC is failed, the Driver flees in terror! (Leaving the B IV behind). The controller AFVs are busy engaging the enemy, so Controlling them remotely is impractical.

One of the StuGs moves to W3 to cover the bridge and block the Russ reinforcements. The ATR pops up and blows this tank away. The StuG lately menaced by the foolhardy squad moves to an overwatch position - after the infantry deal with the ATR. The Russ SU-57s drive up, get across the bridge, then the overwatching StuG gets ROF and turns all three into burning wrecks. A brilliant gambit by Mike: either the SU-57s are defending the bridge with their guns, or they're blocking it with drifting Smoke. (It's not a Mike & Tom scenario without a Wind Change; in this case, blowing W to E.)

Turn 6 I'm trying to get one Funclunk around the level-2 ridge; the others have either blown their TCs or are hiding out of LOS of the invincible ATG. One StuG is Immobilized in 18R7 by the ATG; the other is still engaging the strongpoint. The Russ RPh sees the (now HS) conscript self-rally AGAIN, and suddenly the one successful Funclunk is blocked from approaching the bridge in Inherent Driver mode. Not only that, but I have no units handy to dispatch these twerps, meaning they're free to actually approach the B IV!

Turn 7 I try to advance the Funclunk, whiff the NTC, and bring its Controller StuG (he of the unfortunate hat-trick) over to finish a job that should have been done two turns ago.

After this turn I count the MPs needed to get the Funclunk onto the bridge, and then concede.

Lessons learned:

  • The German attack plan looked good, despite the debacle on turn 1. I forgot several times to set-up off-board units before doing other RPh actions - and this slowed my attack badly. The best thing to do may be to bring on the StuGs FIRST, then the infantry, then the Funclunks. Or just bring on everything at once!
  • Inherent Driver mode seems like a great way to speed forward, except that there can't be any enemy anywhere near in the way. Better to get into position with the Controllers first, then remotely guide the bombs. The scenario is designed to make this as easy as possible for the Germans. Had the Russian Hero Squad not self-rallied twice, my decision not to do the obvious would have worked {better, at least!}.
  • The SU-57s have no need to get across the bridge. They just want to cover 7AA9, and keep the Funclunks off the bridge.
  • If you can stand the irritation of playing with the Fkl B IVs, this scenario is actually pretty fast-paced and tight. A properly-executed attack should put the Germans in position to get a Funclunk on the bridge BEFORE the SU-57s even appear. Mike's defense was beatable, as the HMG/ATG position did not have good cover of the approach to the bridge. His placement of the ATR worked out for him (as Mike Whittle might say...) but could have been better vis the Funclunk avenue of approach. My colossal ineptitude with bringing units on helped him a great deal.

Tom Mueller



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