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CMPzC Bulge '44 Crossroads Operation - Allied HQ


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The battle for Baraque de Fraiture is over.

Baraque de Fraiture turn 108, which is the final movie turn, and then the AAR screen, is available here: https://drive.google.com/folderview?id=0B6Ab6QkVaB6OTW4wWHRNTkRJYXM&usp=sharing

Password: rawsthorne

The Axis inflicted over 67% casualties on my total forces, so I am forced to move off the hex during the upcoming Allied PzC Turn 04. I am pleased to see that I inflicted nearly 50% casualties against a force that had a 2:1 advantage in foot units, and a 3:1 advantage in armour. My one advantage was my abundant artillery, which served me well, and I ended the game with all my batteries empty, which is a good.

CMBattleAARScreen_zps1ca38051.jpg

Because it my PzC turn next, my opponent will modify the PzC OOB to reflect the casualties his forces sustained, then he will save it, and send it to me to do likewise. Once that is done, I can proceed with my PzC turn.

Unfortunately, because of the way the scenario was designed, I get no more infantry, as all the units I have are fixed for the duration of the operation. I do have nine Sherman's that will arrive at the north map edge this turn, however they are two turns away from the VPL hex, and I have only 60 foot units, 5 Greyhounds, and one tank to support them. Therefore, once the application of casualties has been demonstrated, I will play out my PzC turn, then the operation will be regarded as finished.

I am annoyed that I didn't make sure that I had adequate reinforcements in the event of losing the VPL. However, it has taught me to only play PzC scenarios where the defender gets at least one chance at counter attacking a lost VPL. Fortunately, the CMPzC Caen operation is still running, and has plenty of forces capable of multiple counter attacks, one of which is on the horizon, once the current CM battle is resolved.

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Thanks for the battle Noob. I enjoyed following it from both sides. Foreshadowing of what the Bulge is going to be like for the Germans....lots of arty.

A couple of things on the CMPzC mechanics:

1) It looks like defenders that are not surrounded (free hex(s) behind them) should be allowed to set up with direct access to their exit zones. If not, it's too easy for attackers with large numbers/mobility to cut them off. See the "Route to Ribera" thread. Maybe some % of the defenders should be allowed to set-up to cover exit zones.

2) In the BdF battle there were a number of AFVs bogged or immobilized. It might make sense to allow for all bogged AFVs that end up in a controlled hex to be available for the next turn. Maybe AFVs that are damaged/immobilized might be available in 12 to 24 hrs. Panzer Campaigns allows for some % of vehicles to be recovered. In this battle all US immobilized vehicles would be lost because you had to exit the hex. German vehicles would be recovered.

It's great to see an operational level coming together.

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Thanks for the battle Noob. I enjoyed following it from both sides. Foreshadowing of what the Bulge is going to be like for the Germans....lots of arty.

Thanks for showing an interest. If you think that arty will be bad in the Bulge, just wait for Bagration. I've played some PzC Minsk 44 scenarios as the Russians, and I can say now, that if I were to run a CMPzC Bagration operation, I would ban artillery from the CM battles, and only allow it to be used in the PzC phase. However, if the CM maps were 4 x 4 km, it could be allowed in.

A couple of things on the CMPzC mechanics:

1) It looks like defenders that are not surrounded (free hex(s) behind them) should be allowed to set up with direct access to their exit zones. If not, it's too easy for attackers with large numbers/mobility to cut them off. See the "Route to Ribera" thread. Maybe some % of the defenders should be allowed to set-up to cover exit zones.

If you have forces occupying an unsupported hex, i.e. a hex were there are no friendly occupied hexes adjacent to it, then the forces in that hex can be potentially surrounded, and cut off from access to their exit zones in a CM battle. This is fine, as PzC units being positioned in such a way should be punished. This potential for being cut off, should encourage players to secure their lines, by occupying adjacent hexes with friendly units.

I have yet to write up how CM battle maps will be affected by two defending units adjacent to each other being attacked, but one can be certain that both units will have at least one flank secure, i.e. a map edge. I will have something written up soon regarding supported hexes.

2) In the BdF battle there were a number of AFVs bogged or immobilized. It might make sense to allow for all bogged AFVs that end up in a controlled hex to be available for the next turn. Maybe AFVs that are damaged/immobilized might be available in 12 to 24 hrs. Panzer Campaigns allows for some % of vehicles to be recovered. In this battle all US immobilized vehicles would be lost because you had to exit the hex. German vehicles would be recovered.

Immobilisation by combat would be classed as a loss if the PzC scenario is a short one, and if a long one, some sort of dice roll would be needed for the repair time, and return time. PzC vehicle recovery is only relevant to vehicles lost in PzC due to terrain. When a group of vehicles moves, sometimes one will be removed from the headcount, I initially thought this was a bug, but when I read the PzC manual, it turned out that it's a breakdown.

In a contested CM battle, any immobilised vehicle would remain immobilised if it was a combat immobilisation, the side would have to win the hex to recover it.

It's great to see an operational level coming together.

Thanks. It's slowly coming together thanks to the operations I am running, as each new operational situation allows more refinement. I hope to have some of the fundamental rules for CM battle set ups in relation to adjacent multiple defenders and attackers ready for the release of CMMG. Then I plan on playing the PzC MG Grand Campaign, and farming out the CM battles as I am doing in the Caen operation. However, I will have to edit the foot unit headcounts for the entire PzC MG oob before that can happen, and I will need CMMG for that.

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Although the operation is effectively over, I will demonstrate how the casualties sustained in the CM battle are applied to the equivalent PzC units. this is done in the following way.

I access the Review Map screen, via the CM battle AAR screen.

CMBattleAARScreenArrow_zps3eec0035.jpg

I then click on the company commander to highlight the company sub units. I then count the men in each sub unit. In this case there are 53 men left. There are also five dismounted tank crew, so they will be added to the company headcount, to make a total headcount of 58 men.

ReviewMapScreen_zps0337408e.jpg

This number is then added to the relevant PzC company in the following way.

PzCOOBEditor_zpsa60cc6d4.jpg

BulgeOOBSelection_zps39036bda.jpg

BulgeOOBFind_zpsbf8c2d66.jpg

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I do the same with the M10 company.

BulgeOOBTankHeadcount_zps1e451579.jpg

BulgeOOBTankHeadcountEdited_zps0115fa87.jpg

Because the AA guns were destroyed, I need to remove the AA gun PzC counter, however, because, you cannot remove units from a PBEM game unless through combat, the headcount of the AA unit is reduced to 1 (0 will crash the game).

BulgeOOBAAGunsHeadcount_zpse49460f2.jpg

BulgeOOBAAGunsHeadcountEdited_zpsa88b18e0.jpg

Now all the relevant PzC units have been edited, I overwrite the PzC oob file, then add the word "Edited" to the file name (Bulge '44_Alt7_McNamara Edited.oob) then send it to my opponent. Now, because the AA guns headcount is 1, the Axis player only has to shoot at the AA guns to eliminate them, thus removing them from the PzC map.

The Axis player will then edit his units, and generate the Allied Turn 04 PBEM file. I will then load the file up, and perform my PzC turn, with the first move being to vacate the VPL hex. For the rest of the turn, I must regard the VPL hex as now being occupied by the Axis units that participated in the previous CM battle. Then, once it is Axis Turn 05, the Axis players first move must be to move those units onto the VPL hex. If the hex stacking limit is breached, the player must decide which units to occupy the VPL hex, and which to leave in their original positions. Once this has been done , the Axis side can then perform their PzC turn.

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My opponent sends me Allied Turn 05. It shows my remaining PzC units edited from the previous CM battle.

AlliedFoughtUnits_zps51733ede.jpg

Now I have to move off the VPL hex, because in the last CM battle, my total forces headcount dropped below 33%. The AA gun unit that was eliminated in the CM battle, has been removed from the PzC map by enemy fire. However, In future, if there is a defending unit that was eliminated in a CM battle, rather than ask the attacker to shoot at it, which wastes a fire round for the attackers firing unit, I will just reduce the eliminated units headcount to 1 in the PzC oob editor when it is my turn, and then assault an enemy unit with it before I do my moves, which will destroy it completely.

My units move off the VP hex, but because they are moving from one enemy zone of control to another, they must use their entire movement point allowance to move one hex. Which means they are in assault range of a large enemy force and will probably be eliminated during the Axis turn.

AlliedFoughtUnits1_zps78c289d0.jpg

I receive reinforcements this turn, in the shape of 9 Shermans, however they are useless without infantry support.

PzCArrivedDialog_zpse15f6443.jpg

PzCReinforcements_zps249f3c7d.jpg

All that remains now, is to process the turn, and send it back to my opponent as Axis Turn 05. This will allow him the pleasure of moving onto the captured VP hex, and officially ending the operation.

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