|
|
|
|
Products mentioned in this Article
--None--
|
|
|
|
|
|
|
|
|
 |
|
|
 |
Monty’s Meatgrinder Battle Report
Casey and myself thought we’d play this battle report, as we are normally involved in the process anyway (Casey does photography and I write the report and make the maps). We decided to use two forces based on the 3rd Canadian Division Rifle Company army box and the 21. Panzerdivision StuG Batterie army box.
Casey grabbed the opportunity to try out this new and unusual German company. He took the box contents and added a further StuG Platoon bringing the total to three combat platoons. To keep the force around 1500 points he fielded the Armoured Artillery Battery as 10.5cm (Sf) Lorraine Schlepper instead of 15cm version (the box comes with options for both versions).
I took the Canadians from the box unmodified.
|
|
Casey’s Force
21. Panzerdivision StuG Batterie (Confident Veteran)
StuG Batterie Company HQ
Company Command 7.5cm (Sf) 39H |
70 points
|
| Combat Platoons |
|
StuG Platoon
Command 7.5cm (Sf) 39H,
two 10.5cm (Sf) 39H |
210 points
|
StuG Platoon
Command 7.5cm (Sf) 39H,
two 10.5cm (Sf) 39H |
210 points
|
StuG Platoon
Command 7.5cm (Sf) 39H,
two 10.5cm (Sf) 39H |
210 points
|
| Support Platoons |
|
Gepanzerte Panzergrenadier Platoon
3 Panzergrenadier Squads |
290 points
|
Armoured Artillery Battery
2 Gun Sections with 10.5cm (Sf) Lorraine Schlepper |
410 points
|
Panzerspäh Platoon
Command Sd Kfz 231 (8 rad),
Sd Kfz 222 (2cm), and Sd Kfz 221 (2.8cm) |
115 points
|
|
Total
|
1515 points
|
The Mission
We were a little indecisive of which Mission to play, in the end we went for my old favourite Hold The Line. The StuG Batterie is a tank force so Casey would be attacking and I would defend with the Canadians.
|
Wayne’s Force
3rd Canadian Division Rifle Company (Confident Trained)
Rifle Company HQ
Company Command Rifle team,
2iC Command Rifle team, Troop Carrier |
30 points
|
| Combat Platoon |
|
Rifle Platoon
3 Squads
Captain John Treleaven |
145 points
25 points
|
Rifle Platoon
3 Squads |
145 points
|
Rifle Platoon
3 Squads |
145 points
|
| Weapons Platoons |
|
Carrier Platoon
Carrier Patrol
3 Universal Carriers with .50 cal MG
Carrier Patrol
3 Wasp Carriers |
100 points
105 points
|
3 Armoured Personnel Carrier Sections
each two Defrocked Priest APCs |
80 points
|
| Support Platoons |
|
Machine-gun Platoon
2 MG Sections plus PIAT team |
145 points
|
Heavy Mortar Platoon
2 Mortar Sections plus PIAT |
165 points
|
Anti-tank Platoon (SP), Royal Artillery
HQ Section with 2 M10 3” SP |
130 points
|
Armoured Platoon, The Fort Gary Horse
3 Sherman III and Firefly VC |
290 points
|
|
Total
|
1505 points
|
|
|
Set-up
I selected the end of the table where I thought I’d have the most cover and concealment to defend from. The table end I selected was dominated by a small village and some scattered woods and tree lines. Casey would attack out of the crop fields that dominated the other end of the table. There was also a large manor house blocking his advance that would channel his forces either left or right.
Wayne’s Deployment
I kept one Rifle Platoon and the Heavy Mortar Platoon on the table and held the Machine-gun Platoon and Anti-tank Platoon (SP) in Ambush. The remainder of my force were in Reserve. I was in two minds whether to deploy the Machine-gun or the Armoured Platoon from Ambush. In the end I decided on the Machine-gun Platoon because in pass experience a Machine-gun Platoon in Reserve rarely gets into combat soon enough to make valuable contribution to the battle. They would also be a rather nasty surprise for the Panzergrenadiers if they dismount and I thought the M10 3” SPs would be adequate to blunt any initial attack before the Reserves arrived.
The deployed the Rifle Platoon through the flank forest and across the road to cover the forward objective. They were commanded by Captain Treleavan to give them a bit more staying power.
|
 |
| I placed the Heavy Mortar Platoon at the rear to cover the rear objective and give fire support to the Treleavan’s Rifle Platoon. The mortar’s PIAT was placed on the objective itself. The mortar observer was positioned with the Rifle Platoon. The independent teams of my Company HQ were positioned in the field in front of the mortars behind a tree line. |
 |
 |
Casey’s Deployment
There was no real science to how I deployed my force. Recon to the centre to move forward and take away the prime ambush spots, Artillery to the rear, spread out as far as possible as Heavy mortars and open toped vehicle don’t mix well. I loaded the right flank with most of the StuGs, the Company Commander, and the Panzergrenadiers. The observers for the artillery were placed behind the manor house and in the wheat field to the Right of the main attack. The final platoon of StuGs were deployed to the left as I’d run out of room on the right flank for them.
Wayne’s Plan
As I mentioned above I intended to hold off the attack on the forward objective just long enough to allow my Reserves to start arriving. The Ambushes would be revealed as and when I needed them.
|
|
Casey’s Plan
My plan was to cautiously move forward, keeping both my exposure to the British heavy mortars to a minimum, and to give my artillery and StuGs a chance to whittle down the Canadian infantry before assaulting them with my Panzergrenadiers. I figure there will only be one chance for me to get this right, if my Panzergrenadiers fail to take out the Canadians on the objective I’d have a real mission holding the objective and dealing with the rest of Wayne’s infantry as it arrived.
|
 |
 |
Turn 1
Casey’s Germans
Casey advanced his entire force, except the Armoured Artillery Battery, focusing most of his platoon to the right towards the forward objective on the road. The 1st StuG Platoon, however, went around the left flank of the manor house and took positions behind the ground keepers house. Some of his platoons halt behind another out building, where they carefully positioned themselves to avoid possible Ambush shooting. The Panzerspäh Platoon used its status as a Reconnaissance Platoon at the start of the game and end of the movement phase was a full move ahead of the rest of the force.
The artillery then fired on the Treleavan’s Rifle Platoon and ranges-in on the third attempt using the Observer in the wheat field. A sporadic and scattered barrage fell on the rearward teams of the Canadian Rifle Platoon. No teams were lost in the bombardment but the Canadians had become pinned down. The 3rd StuG Platoon also fired on the Rifle Platoon, but failed to cause further casualties. The Panzerspäh Platoon joined in with little additional effect.
|
|
Wayne’s Canadians
I rolled my first die for Reserves, nothing turned up. I unpin the Rifle Platoon.
With very little on the table I keep the heads of my Rifle Platoon down and try and pick off some targets with my Heavy Mortar Platoon. Despite the fact I get what amounts to four attempts to range in the advancing StuGs the 4.2” mortars fail to locate the target. Not a good start to the game.
|
 |
 |
 |
Turn 2
Casey’s Germans
Casey continued to probe the positions around Treleavan’s Rifle Platoon a little wary that I still had to reveal either of my two Ambushes. The 3rd StuG Platoon moved its two 10.5cm armed StuG towards the Rifle Platoon teams in the most forward part of the wood. The Command StuG armed with a 7.5cm PaK40 remains stationary to retain its full rate of fire.
The 1st StuG Platoon continued its movement on the left flank by moving up to the left flank hill and taking cover. The 2nd StuG Platoon moved from the out building to the tree line on the manor house lane where they were joined by the Company Command StuG.
The Panzerspäh Platoon moved the two smaller armoured cars through the tree line and towards the objective, the 8 rad remained in the tree line.
One Armoured artillery observer moved into the manor house and the other on the right advanced through the wheat field towards the tree line at the end of the field.
The Armoured Artillery Battery then repeated its fire on the Rifle Platoon. It destroyed a Rifle/MG Mortar team positioned in the wood and pinned down the platoon again.
|
|
The Panzerspäh Platoon also fired on the Rifle Platoon, and while they got several hits, the entrenchments of the Canadians protected them and no additional teams were lost. Their fire is joined by the machine-gun of the Panzergrenadier half-tracks. Though they could only see two team to shoot at they got six hits. It was finally the 3.7cm of the commander’s half-track that knocks out the Canadian’s Light Mortar team.
|
 |
 |
Finally the 3rd StuG Platoon fires at the Rifle Platoon, but the Canadians survived the final deluge of lead and high explosive. During the Assault step both the 3rd StuG Platoon and Company HQ move Storm Trooper moves closer the Rifle Platoon.
Wayne’s Canadians
In this turn I received no reserves and I failed to unpin Treleavan’s Rifle Platoon.
As it was starting to heat up around the forward objective I thought I’d better place one of my Ambushes. I decide to position the M10 3” SPs where both vehicles could see the 2nd and 3rd StuG Platoons.
The Heavy Mortar Platoon ranged in the Company Command StuG and the 8 rad from the Panzerspäh Platoon. The barrage lands amongst the German vehicles but managed not to cause any damage.
The M10s fired on the 3rd StuG Platoon and destroyed two vehicles (a 10.5cm and a 7.5cm armed StuG). Casey had to first make a motivation test for the 3rd StuG Platoon and its one remaining vehicle. He easily made the test (drat!)
Things were starting to look up!
|
 |
 |
|
Turn 3
Casey’s Germans
The 1st StuG Platoon continued its movement on the left and moved up to the wood screening the left flank of the forward objective. The 2nd StuG Platoon moved in to the gap vacated by the 3rd StuG Platoon to support the last StuG of that platoon.
The Observer on the right doubled up to the tree line.
Once again the Armoured Artillery Battery repeated its bombardment on the Rifle Platoon. No teams were destroyed, but the were pinned down. Additional fire is added by the Company HQ tank, one StuG form the 2nd Platoon and the armoured car. Though they got a substantial number of hit the riflemen were well protected by their dug-in positions.
The StuGs of the 2nd and 3rd platoons then returned fire on the M10s and bailed out one vehicle and destroyed the other. The Canadian platoon was forced to take a motivation test, which it failed. The crew abandoned the last bailed out M10 and fled to the rear.
|
 |
 |
 |
 |
Wayne’s Canadians
A Reserve platoon finally arrived at the start of turn 3. I selected the Armoured Platoon to come on as this offered be a good combination of firepower and mobility. Unfortunately I couldn’t get them into a position where they could immediately start eliminating the threats to the objective. Treleavan’s Rifle Platoon would have to hold on for another turn. I also unpinned the Rifle Platoon.
The Armoured Platoon moved along the road from the right rear of the Canadian positions and headed past the wood and the Rifle Platoon towards the crossroads by the village.
The Rifle Platoon went to ground as their small arms would have little effect on the German armoured vehicles.
However the 4.2” mortars of the Heavy Mortar Platoon were once again directed on to targets by the observer. They targeted the 2nd StuG Platoon and hit all three vehicles. Two made armour saves and the third was almost bailed, but I failed to make the required Firepower test.
|
 |
 |
|
Turn 4
Casey’s Germans
In this turn Casey’s made his move on the objective. The armoured cars of the Panzerspäh Platoon advanced on the objective, the 8 rad pushed through the tree line to join them. The Panzergrenadiers pushed down the lane from the manor house to the forward positions of the Canadian Rifle Platoon in the wood with the intention of launching an assault.
During the Shooting step the StuGs of the 2nd and 3rd Platoons fired on the Canadian Rifle Platoon in support of the Panzergrenadiers. The Armoured Artillery Battery repeat their bombardment on the rear of the Canadian platoon. Additional fire came from the Panzerspäh Platoon and the machine-guns of the Panzergrenadiers half-tracks. At the end of the step Treleavan’s Rifle Platoon is well and truly pinned down. They also lost a Rifle/MG team to the artillery bombardment, but casualties would have been much higher if it hadn’t been for the Canadians’ entrenchments.
The Panzergrenadiers then launched a Mounted Assault. Defensive fire was quite sporadic due to the Canadians being pinned down. They only managed three hits on the Panzergrenadier, but one is with a PIAT and this managed to bail-out one half-track.
|
 |
 |
The three operational half-tracks then assaulted the Rifle Platoon. In the first round of fighting they destroy three teams with their three attacks. They Canadian, under the firm leadership of Treleavan, counter-attacked. They only had a few teams in contact as the rest of the platoon moved up and don’t cause any hits. The Panzergrenadiers counter-attacked back and killed two Canadian teams. The Canadians, under Treleavan’s leadership, were not quite ready to give-up and once more counter-attacked. They finally destroyed a Panzergrenadier team.
|
| The Germans were just as determined and counter-attacked again. The final assault wiped out the last of Treleavan’ Rifle Platoon, including Treleavan himself! The Panzergrenadier then moved on to the objective victorious.
As the Panzerspäh Platoon also intended to Assault if the Panzergrenadiers hadn’t been successful they used their Assault step to move within 4”/10cm of the objective.
|
 |
 |
The 1st StuG Platoon is the only Storm Trooper move made by Casey. They moved into the wood on the left of the objective. The new position allowed them to shoot at any Canadian platoons making a move on the objective.
|
|
Wayne’s Canadian
Well that could have gone a little better. Casey was obviously having a good day with Motivation dice. I had to contend with two enemy platoons holding the objective, and my Armoured Platoon still wasn’t close enough to just drive up to 4”/10cm and contest the objective. I had to shot them off.
But first I rolled for my reserves, which had got up to four dice by this point. The reinforcements had finally started to roll in. I got two platoons. I selected the 2nd Rifle Platoon, who arrived in two Defrocked Priests, and the Carrier Platoon, because they gave me two mobile patrols to use.
I revealed my last Ambush in front of the village. Hopefully the machine-gun would cut down the dismounted Panzergrenadiers around the objective.
I moved the 2nd Rifle Platoon up behind the wood formally occupied by the 1st Rifle Platoon. My aim here was if my shooting was successful and I did destroy the teams hold the objective I could move the riflemen into the wood threaten the remaining enemy teams.
I moved the Armoured Platoon up the road so they could shoot at either the 1st StuG Platoon, Panzerspäh Platoon or Panzergrenadier Platoon.
|
 |
 |
The Carrier Patrol headed straight up the road towards the village so they could fire at the Panzergrenadiers. The Wasp Patrol moved up the left to our flank the 1st StuG Platoon.
To keep the game going I had to have some very good shooting. My priority targets were the two platoons holding the objective, the Panzergrenadier Platoon and the Panzerspäh Platoon. The Armoured Platoon split its fire
between the two target platoons.
|
|
Three tanks fired on the Panzerspäh Platoon and they destroyed the Sd Kfz 221 (2.8cm). Since I destroyed a vehicle in the Panzerspäh Patrol Casey was forced to take a Motivation check as he may have been forced to Disengage, which he passed. (Dammit, so close).
The Machine-gun Platoon fired on the Panzergrenadiers and got another six hits and two destroyed teams. This pinned down the Germans, but wasn’t quite enough to force a half-strength motivation test.
|
 |
 |
The Carrier Platoon proved to be just out of range, they just didn’t have enough movement to have and effect that turn.
The final shooting for the turn came from the Heavy Mortar Platoon. The ranged in on the Panzergrenadiers and got four hits. The Panzergrenadiers failed two infantry saves and the platoon was forced below half-strength.
|
|
At the end of the Shooting step the platoon failed its Motivation test and fled to the rear. Unfortunately the Armoured Platoons complete failure to deal with Panzerspäh Platoon meant that the Germans still held the objective.
|
|
Turn 5
Casey’s Germans
With the Panzerspäh Platoon holding the objective and no Canadian platoons within 4”/10cm to contest it the game was over and the Germans were victorious.
However we decided to run through a couple of what-ifs. Running under the assumption that the Canadian Armoured Platoon had destroyed two armoured cars, rather than one, of the Panzerspäh Platoon we ran through Casey’s round of shooting.
Casey fired his 1st StuG Platoon at the Canadian Armoured Platoon. He hit all four tanks, bailed out two and destroyed two, I promptly failed the platoon’s Motivation test and platoon’s crew abandoned their vehicles and fled to the rear. I obviously wasn’t my day…
Wayne’s Post Battle Notes
In hindsight my plan to utilise the rate-of-fire of my Machine-guns from Ambush against the Panzergrenadiers didn’t really pay off. I’d have been better off using the Armoured Platoon from Ambush where their guns could of caused some real damage against the thinly armoured 39H StuGs.
|
 |
 |
Sometimes the dice are just not with you and one of my reserves a turn early could of made a world of difference.
Casey’s Post Battle Notes
It may not seem like it, but that was a very close game. Everything for me came down to a single dice roll. If the armoured cars had failed their motivation test the game would have continued and I think the tide would have turned in favour of the Canadians. I think I risked leaving my assault of the front objective too late and should have assaulted the turn earlier, I lucked-out when Wayne’s reserves failed to arrive in the first 2 turns, had they arrived it would have been a much different game.
|
|
My plan worked well regardless. The artillery did well, keeping the infantry pinned and getting the occasional kill. The heroes of the day would have to be the StuGs armed with the 10.5’s. They were extremely nasty remaining stationary and digging out the infantry with their 2+ firepower, as well as dealing to the Armour, as both the M10’s and the Shermans can attest to. It’s definitely an interesting force to play. I’ll have to take it for another drive sometime.
|
Last Updated On Thursday, February 7, 2008 by Wayne at Battlefront
|
|
|