B
Bletchley_Geek
Guest
Fred is without doubt amongst the scenario designers which I admire (which is admittedly quite a long list already, I'm tempted to start a new list, its heading being MOST admired scenario designers).
Some might wonder what's the point of playing out an scenario against its designer. Well, first, Fred hasn't ever played the Germans in this one. Second, I don't consider either that he has any kind of “unfair†advantage. Fred's scenarios can be played out in quite different ways, so I expect to surprise him. If anything, this means I'll have to work hard to snatch victory for this one. And, last but not least, I've taken a look with the editor (actually Fred invited me to do so).
Setup phase
Scenario briefing is pretty detailed – objectives are clearly explained, though no VP listing is given - and is also a good read. One of the reasons for picking this one is because of the drama in the backstory.
Time to stop talking and start doing. This is the suggested deployment by Fred
The scenario poses several challenges for the US, the first of them keeping the town of Lumbres in friendly hands, the second, having to babysit a couple officers that allegedly carry important papers on them. The last part certainly sounds to me like having to save not one, but two fricking Pvt Ryans.
While the scenario briefing seems to suggest that I should rush Lt Garvey into Lumbres, I'm wondering whether this is a good idea at all. I'm 110% positive Fred will have some Tank Hunter or PzSchrek teams placed in clever positions. These are incredibly dangerous for AFV's moving in bocage country, and being this a night battle, the threat they pose is multiplied by ten.
Then there is the thing of the impending German assault on Lumbres. I see three obvious approaches, but the only one that looks to me as a sound one for a combined arms attack is the one on the right flank
The small forests here provide excellent concealment for the German approach march, and the terrain is not as constrained as in the left flank, so the AFV's can coordinate well with the infantry. Besides that, it's the most direct path that would allow Fred to block E Coy advance towards Lumbres
so he can put overwatch – and apply a lot of firepower – on the route for E Coy. Taking a close look at G Coy positions, this is also perhaps the hardest to defend sector.
This is the plan for G Coy
Seniority matters, and Capt. Greer will be the one trying to escape from Lumbres towards the west. He'll be accompanied by a BAR team, that will be leading the escape (and to deal with anything along the road). This is the plan
they will be moving in bounds, trying using the cover of the night and the lack of nearby fires in this zone. This is perhaps the hardest part of the escape, to cross the field between Lumbres and the little forest.
The rest of G Coy has been toroughly reorganized. First, I remove all the Hide orders they had, and set up circular target arcs of about 50 meters radius. Buildings might not provide cover, but they do provide concealment. So the idea is to take a few pot shots at approaching Germans and fall back towards west Lumbres. With luck, I'll be able to delay Fred enough as to E Coy will find some GI's still controlling a – tenous – foothold in the city.
I also change the orders for the two Bazooka teams. I will try to use them in a “scoot & shoot†fashion, rather than “campingâ€. So I put them well out of sight, and wait for further developments.
Last but not least, is to decide what to do with the mortar. I think will be best to make sure I get those mortar grenades to do something useful before they get killed, and then use them as a “mobile†reserve of sorts. I set up for them this fire mission
this should keep them firing for some time. Since there's only one tube and 37 shells, the mortar should be firing for some good ten minutes or so (if they are able to put one shell through every 20 seconds). This fire should interdict a bit Fred movement in those forests, which I consider the best bet for the Germans.
Now, what to do with valiant Lt. Garvey? Certainly, Garvey surname starts with the same letter as that of late Hauptmannsführer Gräbner. I have a hunch that if Garvey rushes forward, he'll find himself as brewed up inside his Greyhound as Gräbner was inside his Skdfz 223 on that bridge that was a little too far. I decide to do something a bit unorthodox and I hope not too gamey
the Jeep crew parks the Jeep and goes on foot, scouting the way ahead. Meanwhile the Greyhounds will sit still for a little while and the move quickly into the trees and advance slowly – they will literally crawling – while the Jeep crew has plenty of time of discovering any threats ahead.
I press the red button. I'm afraid that I will see these Greyhounds getting bogged down, or worse, bogged down in plain sight for some Germans with PzFausts, or Cpt. Greer being hunted down like a rabbit on that field.
Some might wonder what's the point of playing out an scenario against its designer. Well, first, Fred hasn't ever played the Germans in this one. Second, I don't consider either that he has any kind of “unfair†advantage. Fred's scenarios can be played out in quite different ways, so I expect to surprise him. If anything, this means I'll have to work hard to snatch victory for this one. And, last but not least, I've taken a look with the editor (actually Fred invited me to do so).
Setup phase
Scenario briefing is pretty detailed – objectives are clearly explained, though no VP listing is given - and is also a good read. One of the reasons for picking this one is because of the drama in the backstory.
Time to stop talking and start doing. This is the suggested deployment by Fred

The scenario poses several challenges for the US, the first of them keeping the town of Lumbres in friendly hands, the second, having to babysit a couple officers that allegedly carry important papers on them. The last part certainly sounds to me like having to save not one, but two fricking Pvt Ryans.
While the scenario briefing seems to suggest that I should rush Lt Garvey into Lumbres, I'm wondering whether this is a good idea at all. I'm 110% positive Fred will have some Tank Hunter or PzSchrek teams placed in clever positions. These are incredibly dangerous for AFV's moving in bocage country, and being this a night battle, the threat they pose is multiplied by ten.
Then there is the thing of the impending German assault on Lumbres. I see three obvious approaches, but the only one that looks to me as a sound one for a combined arms attack is the one on the right flank

The small forests here provide excellent concealment for the German approach march, and the terrain is not as constrained as in the left flank, so the AFV's can coordinate well with the infantry. Besides that, it's the most direct path that would allow Fred to block E Coy advance towards Lumbres

so he can put overwatch – and apply a lot of firepower – on the route for E Coy. Taking a close look at G Coy positions, this is also perhaps the hardest to defend sector.
This is the plan for G Coy

Seniority matters, and Capt. Greer will be the one trying to escape from Lumbres towards the west. He'll be accompanied by a BAR team, that will be leading the escape (and to deal with anything along the road). This is the plan

they will be moving in bounds, trying using the cover of the night and the lack of nearby fires in this zone. This is perhaps the hardest part of the escape, to cross the field between Lumbres and the little forest.
The rest of G Coy has been toroughly reorganized. First, I remove all the Hide orders they had, and set up circular target arcs of about 50 meters radius. Buildings might not provide cover, but they do provide concealment. So the idea is to take a few pot shots at approaching Germans and fall back towards west Lumbres. With luck, I'll be able to delay Fred enough as to E Coy will find some GI's still controlling a – tenous – foothold in the city.
I also change the orders for the two Bazooka teams. I will try to use them in a “scoot & shoot†fashion, rather than “campingâ€. So I put them well out of sight, and wait for further developments.
Last but not least, is to decide what to do with the mortar. I think will be best to make sure I get those mortar grenades to do something useful before they get killed, and then use them as a “mobile†reserve of sorts. I set up for them this fire mission

this should keep them firing for some time. Since there's only one tube and 37 shells, the mortar should be firing for some good ten minutes or so (if they are able to put one shell through every 20 seconds). This fire should interdict a bit Fred movement in those forests, which I consider the best bet for the Germans.
Now, what to do with valiant Lt. Garvey? Certainly, Garvey surname starts with the same letter as that of late Hauptmannsführer Gräbner. I have a hunch that if Garvey rushes forward, he'll find himself as brewed up inside his Greyhound as Gräbner was inside his Skdfz 223 on that bridge that was a little too far. I decide to do something a bit unorthodox and I hope not too gamey

the Jeep crew parks the Jeep and goes on foot, scouting the way ahead. Meanwhile the Greyhounds will sit still for a little while and the move quickly into the trees and advance slowly – they will literally crawling – while the Jeep crew has plenty of time of discovering any threats ahead.
I press the red button. I'm afraid that I will see these Greyhounds getting bogged down, or worse, bogged down in plain sight for some Germans with PzFausts, or Cpt. Greer being hunted down like a rabbit on that field.