SBWW2 Western Front DAR "Wiltz" Complete (Warhorse Welcome)

Forum to share your glorious wins and losses
User avatar
stefanbuss
Posts: 19
Joined: Sat Jul 09, 2022 11:34 am

Re: SBWW2 Western Front DAR "Wiltz" NO Warhorse (yet)

Post by stefanbuss »

Thank you for all your work - for me those split jump maps were ok. Good luck with hunting tanks in the snow.
FalseBlackBear
Posts: 26
Joined: Fri Mar 01, 2024 8:19 pm
Location: Omaha, NE

Re: SBWW2 Western Front DAR "Wiltz" NO Warhorse (yet)

Post by FalseBlackBear »

Post 10 - Turn 20-22 (1130-1140) - North - "Tanks on the Flanks!"


Oberlieutnant Oppeln first thought the shot was a halftrack's engine backfiring. His mounted 1st platoon was carefully negotiating the folds in the hillside, on the left flank of the 1st Company of Panzer Lehr in their charge towards Objective Lookout. The terrain afforded protection from the rifle grenades of the hidden American infantryman-- a lesson learned quickly when his platoon lost a halftrack in their first 10 minutes of movement. The halftrack's smoking remains was still in view on the ridge behind them. But hiding in the terrain came with disadvantages; he couldn't see through the woods on his left nor over the slope on his right. Sounds were also distorted ; the drone of the surrounding company's worth of halftrack and tank engines all merged into one dull roar, coming from all directions at once.

Over the din, the crack of the shot had barely registered. But the screams in the distance were unmistakable. As the Lieutenant rose in his seat to see who was wounded, the radio traffic from his halftrack's set rose from the steady-state of attack coordination to a fever pitch of panic.

"Tanks! On the left! 3rd platoon and support taking fire!"

The Lieutenant turned, and could just make out through the trees the telltale smoke of cannon recently fired, rising from across the river. Quick deduction led him to the realization that from that angle, those American tanks could fire into the sides of nearly every halftrack in the company!


Image

Almost three-quarters of a kilometer to the northwest, a tank commander named Johann was also listening to his radio net. He too was receiving reports about enemy shermans. But instead of panic, he felt nothing but exhilaration. He sat atop a PzIV/70, a model nicknamed "Guderian's Duck" for it's awkward, forward-heavy handling. But it was a machine built for a single job-- to destroy tanks.

He tracked on his map the locations of the sited enemy Shermans. Two were wrecking havoc with the First Panzer Lehr Company's attack. But a third had also surfaced, and much closer to him. Looking at his map, he found a position where he could sneak to, orient on the sherman, and peek above a rise just long enough to shoot.

His platoon motored to the spot and set up in positions around him on the hidden slope side, below the crest from which he could see and be seen by the Sherman. As leader, he would peek first.

Slowly, slowly, his PanzerJager crept up the terrain. He stopped, just short of the crest. From the cupola, he could see the Sherman before the whole tank exposed itself. He waited, waited for the Sherman to focus on infantry in the woodline. When the whole enemy tank was oriented on that threat, showing it's beautiful, weak, side armor, Johann yelled to his driver to advance, his gunner to fire.

Seconds later, the sherman was aflame. It never knew what hit it.


Image

Above is the kill from Johann's position, while below is the same from the enemy shermans point of view, both with visibility highlighted. This makes it easier to see how the Pzjgr IV/70's snuck up, just out of view of the sherman, and peeked up to take their shots.

Image


Now, back to the 1st Panzer Lehr Company's plight. This time, I'm showing the shermans' visibility. Immediately upon taking fire, I moved infantry and halftracks out of visible squares. I also looked at visibility from the squares just in front of those two shermans-- where could they shoot if they moved forward?

And then, I moved my PzIV's just out of view. I waited a turn, so that they would have full movement points...

Image

Actually, this took two turns. On turn 21, I moved my 4x PzIV's forward, and each took a shoot, destroying one of the Shermans. The other Sherman had relocated while I delayed.

But the lost sherman re-emerged over the American turn, and it managed to destroy one of my PzIV's (highlighted below) before I was above to again move to destroy it on turn 22.

Image

That's 3 shermans down for the cost of a PzIV, which seems like a pretty good exchange rate! Now, if my math serves me right, there are 5 shermans in a platoon... so there must be 2 more out there, somewhere.

Up next, updates as KG North finally wears down the Americans on OBJ Lookout, and in the South as the flanking attack is almost in place.

-FBB
FalseBlackBear
Posts: 26
Joined: Fri Mar 01, 2024 8:19 pm
Location: Omaha, NE

Re: SBWW2 Western Front DAR "Wiltz" NO Warhorse (yet)

Post by FalseBlackBear »

Post 11 - Turn 20-27 (1135-1210) - N/C/S - A Quick Update; Poised to Attack

Real life can really get in the way of a good game. A business trip has wiped my last two weekends from the calendar, but there are significant updates at hand. In the interest of bringing everyone up to date, please excuse the brevity and clumsiness of this very 'rough draft' update.

In short, the game sits as I write this at turn 27 (1210) postured for the FJ's assault in the South and a mechanized penetration in the North. But this is how we got there, and what problems have quickly emerged. I'll go by region.

North

In the north, 1st Company of Panzer Lehr wore down the defenders on OBJ Lookout, and have taken the woods! The grenadiers did it the old-fashioned way, without flourish. Just overwhelming firepower on individual squads, one by one, until they first became demoralized and then were wiped out. However, 1st Company Panzer Lehr took heavy losses as well.

We're now starting to assault into the western objective, trying to relieve pressure on the FJs in the south (keep scrolling!)

Center

The center is pretty stagnant. 2nd Fusilier, to the East (right) is stuck in the woods-- an AT gun and tank in the village below have them pretty well pinned.

To their West (left), 3rd Co Fusiliers finally have two platoons ready to advance towards the village. There's a route that's somewhat covered which will allow at least one platoon to work their way forward, and secure a good location for tanks/Jagdpanzers to put down fire on the village proper. But this is an economy of force movement-- as long as the Fusiliers can keep more mobile American forces tied up in the village, this is a success.

Below from Turn 23 (1150)

Image

South

The biggest developments have been in the south. The FJs have closed with the American defenses around Wiltz proper. As my first squad made it to the treeline, the Americans opened up with everything you see below-- incapacitating 5 soldiers in one turn!

Below from Turn 23 (1150)

Image

Lo and behold, those 5 soldiers were only the beginning of my troubles! The next turn (T24 - 1155) an American Sherman appeared right in front of my StuG! Luckily, the initial shots only managed to immobilize my StuG and I was able to sink the killing blow into the Sherman's side armor.

But this represented a windfall of luck-- that made 5 Shermans, 4 of which had been destroyed and 1 which was stuck keeping the Fusiliers of TF Center at bay. No more surprises!

Image

Image

...Or so I thought. I was quickly chastised for my celebration on the next turn (T25-1200, pictured below) where a 6th (!!) Sherman appeared at TF South to lay into my poor FJs. Oof. Could this mean there is a whole other Sherman Platoon out there? Or just a section of special (150mm or some such) Shermans? Either way, not ideal.

Image

Battle Plan in the South

Image

The main effort is in the south, and now that I have an inkling of the enemy's defense I can start planning.

I'm going to investigate four potential routes of attack, all of which share the virtues of having able cover in the form of houses or woods, and having minimal visible enemy units. I'll start moving forces along each, testing them out-- and I'll reinforce whichever seems most promising.

Up Next, I'll do a once-over with a status map of where we're at. Then we'll follow the attack in the South, and the Panzer Lehrs assault into the western objective!

-FBB
User avatar
stefanbuss
Posts: 19
Joined: Sat Jul 09, 2022 11:34 am

Re: SBWW2 Western Front DAR "Wiltz" NO Warhorse (yet)

Post by stefanbuss »

Thank you for updating the AAR, I was already afraid you quit the game due to lack of success or whatever. i assume the immobilized StuG can't reach out to any defender at all, means it's now pretty useless?

Keep on fighting!
Stefan
FalseBlackBear
Posts: 26
Joined: Fri Mar 01, 2024 8:19 pm
Location: Omaha, NE

Re: SBWW2 Western Front DAR "Wiltz" NO Warhorse (yet)

Post by FalseBlackBear »

Stefan, I've got a pretty good losing streak going, and it has not deterred me yet. Just time--September has been a busy month.

That immobilized StuG is essentially useless, just like you said. The only benefit is the overwatch it gives on the road leading from the Eastern village (in Center sector) down to Wiltz in the Southern Section.

-FBB
FalseBlackBear
Posts: 26
Joined: Fri Mar 01, 2024 8:19 pm
Location: Omaha, NE

Re: SBWW2 Western Front DAR "Wiltz" NO Warhorse (yet)

Post by FalseBlackBear »

Post 13 - Turn 25-37 (1210-1300) - North - Find, Fix, Flank...

Although Warhorse and I are still trading roughly a turn each day, the pace of action has picked up immensely and far outstripped my ability to keep up with polished updates. As well, my September work schedule that has shredded every weekend (which are typically my writing time). Although I really enjoy writing the narratives of these little pixeltruppen and making maps of the battlefield, I've been discarding draft after draft as events shift and overtake the snapshots. In a future AAR I'll have to streamline my process.

So in the meantime, I'm going to take you through the fast-moving developments of turns 25-37 simply. I'll do three posts- one for North, one for Center, and one for South. Afterwards, as the game ends, I'll do a wrap-up post.

First, overall situation about mid-way through this series of updates, at turn 31:

Image

Northern Sector (now essentially the Western Sector)

After taking Objective Lookout, 1st Company of Panzer Lehr (Pink NATO symbols) snuck up to the hill's crest to get a look into the town below, to the south. Expecting to see a company of enemy troops there, I was dismayed to find it empty. My fear was that Warhorse had begun to move any forces that had occupied the town to the south in order to reinforce his defense of Wiltz proper (with it's 250-pt Victory Hex).

I shouldn't have worried too much-- Turn 29/ 1220 below.
Image

Contact! As 1st Company, PzLehr, began to move from the woods of OBJ LOOKOUT into the buildings of the town, a forward-posted American squad let loose with a deadly rifle grenade. It destroyed a halftrack and gutted a PzGrenadier squad-- only one pixeltruppen out of nine walked out.

1st Company dismounted, rushing for the cover of buildings while keeping their halftracks safely out of rifle-grenade sight. Two platoons sought cover in the buildings to the SE (lower-right), and attempted to flank the ambushing American squad. As they crested the ridge they come into contact with a full American Company (the one I had expected, right where it should be), with a Sherman in support (off-screen below, just SW).

Turn 33/1240:

Image

The good news? that company is still there, not rushing to reinforce Wiltz/TF South. The bad news? I've practically rushed into contact with a reverse-slope company defense.

So now what? The saying goes "Find, Fix, Flank, Finish." I've certainly found the enemy. I'm working now on fixing him in position with 1st company of Panzer Lehr (Pink Symbols). I'm bringing up Pz IV's and JagdPanzers to help with the defending sherman, which is a prerequisite to bringing my halftracks and support weapons into the fight.

The next step is to flank. 2nd Platoon, Panzer Lehr (dark blue icons) get this job. The begin to move to the NW of 1st Company (to their right, which is top-left of the map). This plan immediate runs into a major issue, immobilizations. Tanks and halftracks were not made for navigating snowy, wooded slopes. You can see from the below the number of red corner-triangles that indicate "vehicle immobilization." This makes for a slow process. So slow, in fact, that the dismounted Fusiliers tasked with clearing the woods to the West of the Panzer Lehr has managed to catch up!

Image

Four agonizing turns later, pictured above (T37/1300), our forces are approaching positions to gain fire superiority over the American defense, with tanks safely out of reach of Shermans and Rifle Grenades and able to pick off the enemy at will. On top of that, the first platoon of 2nd Company Panzer Lehr is in a position to begin assaulting the enemy's flank. Time to finish.

What's the overall takeaway? 1st Company Panzer Lehr is beaten up; I don't think there's a single squad at more than 40% strength. 2nd Company is short halftracks, and multiple key support assets are stuck on OBJ LOOKOUT's frozen slopes. But, and this is the most important part, the enemy company in this sector is tied up. They are in no position to move south and mess up the main effort.

The Fusiliers in the Center Sector, up next, arein a very different position.

-FBB
FalseBlackBear
Posts: 26
Joined: Fri Mar 01, 2024 8:19 pm
Location: Omaha, NE

Re: SBWW2 Western Front DAR "Wiltz" NO Warhorse (yet)

Post by FalseBlackBear »

Post 14 - Turn 25-37 (1210-1300) - Center - Mission Impossible

At our last update on TF Center, things were in equilibrium. The two companies of Fusiliers (2nd in light blue to the East/right and 3rd in green to the west/left) were trading fire with American forces in a town just north of two victory hexes located on bridges. The Fusiliers could not venture into the open to attack, lest they draw fire from American Shermans, anti-tank guns, and machines guns, and the Americans had no desire to attack across the field into a wooded hillside rife with german troops. The fusiliers' mission here is simply to prevent the Americans from moving troops to reinforce Wiltz (TF South), so this was just fine by me.

That all changed on turn 32/33 (pictured below). As the assault near Wiltz proper (TF South) got serious (more on that next post) the American forces here in town got busy. Two American platoons materialized just south of the bridges, paired up with the Sherman just north of the bridge below, and started off south along the road towards Wiltz (TF South).

Image

"Crumbs" is what I wish I had said loudly in the living room amongst my young children as I watched the American relief column form up and move out. What was I to do now? I had to keep those American Platoons fixed in the Center!

Well, if in doubt, there are few problems that cannot be solved with the right application of brute aggression. So I ordered both companies of Fusiliers to attack.

Luck was not with 3rd Company of fusiliers (north/Green), who discovered another American Sherman hiding just across the river. Taking heavy casualties, they withdrew into the woods and will hide-- I think their strength is at roughly 25% (excluding the platoon detached to clear the woods with TF North).

2nd Company is having better luck. Although still only halfway across the field in the screenshot below (turn 37 / 1300), a chance Artillery shell knocked out the American Anti-Tank Gun that constituted the key to the enemy's left-behind defense force. It looks like given enough time 2nd Company will take the victory points here.

Image

...But that might not matter. The bulk of an American Company, and a Sherman, are marching South towards Wiltz, where they will attack directly into the rear of my own attacking forces. The fusiliers have failed in their mission here.

Next, the main effort of the attack against Wiltz, upon which the victory in this game will hinge.

-FBB
FalseBlackBear
Posts: 26
Joined: Fri Mar 01, 2024 8:19 pm
Location: Omaha, NE

Re: SBWW2 Western Front DAR "Wiltz" NO Warhorse (yet)

Post by FalseBlackBear »

Post 15 - Turn 27-40 (1210-1315) - South - Time and Strength

“In every battle there comes a time when both sides consider themselves beaten. Then he who continues the attack wins.” - General U.S. Grant
This aptly describes the Fallschirmjager's (FJ's) fight in the Southern Sector, but does not do it justice. Not only must the FJs prevail against a dug-in opponent, they have to do it before the game time runs out.

The snowy conditions and heavily forested terrain of the Wiltz area has meant that just advancing to the FJs’ assault positions has taken 27 turns/2hrs 10min. This leaves only 13 Turns/ 1hr 5 min off time complete the attack. Not ideal.

Image

Above is the situation on Turn 27 /1215. Despite originally formed a ‘fix’ and ‘flank’ force with 1st and 2nd Companies (Teal and Green, respectively), both forces are now probing lanes of attack to their fronts.

Why the change? Upon taking positions, it became quickly apparent that I could not position 1st Company to adequately suppress the enemy in a way that would allow 2nd Company to assault a flank. This was partially because 1st Company is at about 65% strength (most squads have 5-6 soldiers of 9), and partially because of the vision afforded by the terrain. By this I mean that there were only one or two hexes from which I could place 1st company troops so that they could fire on forces that would hinder 2nd company's advance-- and therefore couldn't concentrate enough firepower to suppress in the way I needed to. Better instead, I thought, to investigate a few covered routes that might allow me to flow forces into the Town of Wiltz and unhinge the American defense- accomplishing the same general objective of enabling 2nd company's movement across the field. Let me show you this again, reposting an earlier screen shot from turn 25:

Image

This plan meant dispersing support assets to help provide overwatch on each covered lane of assault. Most important of these are the StuGs— including the one just next to the 1st Company (teal) company commander...

Image

Above, Turn 33/ 1240, that StuG is found and destroyed by a new (!) American Sherman within Wiltz. 1st Company is taking losses it can ill afford, but is making progress along lane 3 (center of the screenshot) and has a toehold into Wiltz.

More bad news. Not only are the FJs fighting against the game clock, but on Turn 32 I saw in the Center Sector two full American platoons and a Sherman tank depart in this direction. I have only a few turns before that force appears to the NE (Top-right of screen), and will be able to assault right into the rear of 2nd Company (green). Time is getting scarce.

Image

Above, turn 35/ 1250, and the approaching enemy reinforcements are close enough to land a flanking shot into the side of the immobilized StuG! That’s uncomfortable. In response I move another StuG (highlighted with a yellow in-game border) to try and ambush the approaching force.

The assault on Wiltz itself is progressing. 1st Company has forces in the city itself, although they are becoming quickly depleted. American flamethrowers were a nasty surprise, among others, and quick math puts the 1st Company at 40% strength— lots of squads are at 4-5 soldiers out of 9. Support assets (machine guns and infantry guns) setting up on the highest ground, from which they can fire on defenders immediately on the Victory Hex itself.

1st Company’s assault has also unhinged the defense, and enabled 2nd Company (green) to begin moving forces from the forest into the buildings on the North side of town. Still a few hexes away from the victory hex, though— this isn’t going fast enough.

Image

Turn 38/1305 above. The StuG guarding the Northern road maneuvered to gain better visibility along the road— and ran right into the approaching column. Those American platoons and tank are *far* too close.

In the city itself comes slow progress. A risky Shoot-‘n-Scoot with a StuG in town eliminates the Sherman, but the return fire leaves the StuG at 40% status and without Morale. Infantry move forward, but their snow-laden mobility becomes a huge issue. HQ units cannot move and then rally; each time the enemy pins one of my squads it is out of the fight for at least a full turn. At the same time, these forces are quickly depleting-- only a few squads have meaningful strength. Despite the huge stacks, there are very few troops in each hex.

Warhorse is taking full advantage of these twin problems, whether intentionally or not, by concentrating firepower on the handful of squads with more than 3 men in them. This means a very, very slow advance.

Image

Turn 39/1310 Above. Two beaten boxers face off over the victory location. Warhorse pins my infantry, I try to rally them back to the fight and attrit the enemy defenders. I have maybe 3 squads with more than 3 soldiers that might be able to assault this turn or next. If only one of them can stay unsuppressed through Warhorse's turn, I might have a chance!

On the plus side, there is no sign of that American relief column-- I think at this point I'm safe from that threat.

Image

The final turn, turn 40. 2 of the 3 available squads to assault are suppressed by an American flamethrower. Every available FJ unit pours fire into the Victory Hex. I assault with a 3-man unit to test the waters; the assault is repulsed.

Then it all comes down to one gamble. 1x 8-soldier squad from 2nd Company, FJs, is thrown into the assault....

And takes it! Despite casualties, the FJs appear to have one pinned and now-understrength squad on the Victory Hex worth 250pts.

It was a slugfest, but by the slimmest of margins and no small measure of luck, the FJ's have taken the key part of town.

Now over to Warhorse, for his final action phase. My fingers and toes are crossed that he is not sitting on any reserves capable of retaking the victory hex. I don't think the FJs sitting on it could withstand much in the way of a counter-attack. No victory celebrations just yet; this could still go terribly wrong.

Up next, I'll post the final game map and victory screen.

-FBB
ComradeP
Posts: 371
Joined: Sat Dec 31, 2022 5:10 am

Re: SBWW2 Western Front DAR "Wiltz" NO Warhorse (yet)

Post by ComradeP »

Great AAR, easy to follow what's going on where.

Is it normal for rifle grenades to be this effective at knocking out lightly armoured vehicles in Squad Battles or was it a case of lucky (or unlucky, in your case) rolls?
FalseBlackBear
Posts: 26
Joined: Fri Mar 01, 2024 8:19 pm
Location: Omaha, NE

Re: SBWW2 Western Front DAR "Wiltz" NO Warhorse (yet)

Post by FalseBlackBear »

ComradeP,

Good to hear! I'm going to be honest, I'm not sure how my experience matches up with rifle grenades' general performance. It certainly felt like a lot of lucky rolls! That being said, those halftracks really do have thin armor, so it's not unbelievable I don't think. I definitely learned a lesson-- stay away from those rifle-grenade-wielding squads!

-FBB
Post Reply