Falaise Pocket 44

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MikeJ19
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Falaise Pocket 44

Post by MikeJ19 »

I've decided to try the Falaise Pocket. As a Canadian, it is going to be fun to have a Canadian Corps with three divisions in it!

I'm going to give the Germans an Intelligence rating of Strong and the handicap is set to +1 for the PO.

This will be the first game that I will have played with night turns, so I will need to read up on that.

Here is a look at the situation over the last couple of weeks in Normandy

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RE: Falaise Pocket 44

Post by MikeJ19 »

Here is a look at the Terrain. I have switched to a new mod for maps (tm.asp?m=4442672) and I like the look!

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RE: Falaise Pocket 44

Post by larryfulkerson »

Are you going to play as the Allies? If so, how many aircraft unit do you have?
Do you have enough bombers laying around to put some on INT so slow down the
German movement? Dropping bridges sometimes works wonders. What is your
theater recon value? I love your maps dude. This looks like a fun scenario.
How many turns are there? What are your first impressions of the scenario?
I've got one more question for you but I can't remember what it was.
The EPIC final of Dark Side of the Moon (Pink Floyd)
https://www.youtube.com/watch?v=IHrrHvK ... rt_radio=1

What the double-slit experiment proves about reality
https://www.youtube.com/watch?v=paygsyYM3MY
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RE: Falaise Pocket 44

Post by MikeJ19 »

Good morning Larry,

Yes, I'm going to play as the Allied player. I have a ton of air units - 51 I think. I will be using a lot of the bombers on Interdiction. This is a 19 turn game with each turn being 6 hours, so that it going to be interesting.

My initial impression is that it is going to be a race. Also, there are no VP locations. Instead I have to destroy the German HQ units. That is a different type of goal and should be a good challenge.

Have a good day!
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RE: Falaise Pocket 44

Post by MikeJ19 »

German Preparations

Field Marshall von Kluge commands Army Group B, well until the evening of the 17th when he is recalled and Field Marshall Model replaces him.

Flank protection:
II SS Panzer Corps, with the remnants of four panzer divisions, is on the Northern side of the gap,
XLVII Panzer Corps, with two panzer divisions, is holding the Southern boundary.

In the pocket are elements of the 7th Army and the Fifth Panzer Army.

There is a German Air Force in this scenario housed in off map airfields. All the airfields are protected by AA units. I’ve got very little information about the Luftwaffe units – just fighter bombers and light bombers.

Expected German actions

The two Panzer Corps will try to hold the line to let the rest of the forces escape.

The Germans forces should be travelling as fast as possible towards the East – using the roads where feasible.
According to my Int reports (the game notes) the II Panzer Corps, with 2 divisions will be deployed when the pocket is formed.

I expect some units will be sacrificed to allow other units time to escape.
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RE: Falaise Pocket 44

Post by MikeJ19 »

Larry asked about my theatre recon level - I took a look and it is 20%. That sounds very low, but I do not remember looking at it in any of my previous scenarios.

I have a lot of divisions and supporting corps. I'm not sure which Divisions are in which Corps, but I made the following educated guess:

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RE: Falaise Pocket 44

Post by MikeJ19 »

Here is a look at my Air Force. According to the initial Air War Panel - the starting air Superiority levels are 9 for me and 11 for the Germans. My Interdiction level is 40%, the Germans have 0%.

I have not really broken down the number of fighter units to bomber units yet. Which is something I will look at soon.

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RE: Falaise Pocket 44

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Here is a breakdown of the planes that each air unit has. I have a lot of fighter bombers.

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RE: Falaise Pocket 44

Post by MikeJ19 »

Thoughts

Speed is going to be important, at least initially, to close the Pocket. However, closing the pocket is only part of the problem. I need to destroy HQ units. Thus, I need to close up with the enemy forces and focus attacks on their HQ units.

Dislocation. In this case, that means I want to attack from multiple directions and close the pocket quickly. I want to give the Germans too many different problems, which will make it hard to focus on one objective.

Disruption. I suspect that the Germans will be racing to the East and will likely defend the Eastern ends of the pocket very strongly.

So, I need to break through the defences at the Eastern end quickly and set up barriers to the rushing German units.

As I mentioned earlier, I will look at bringing down some bridges (Although this may be a little unfair as the Allies would not have wanted to take out a bridge as it would hurt them in the long run.)

I will be using some of my Air Force to conduct Interdiction attacks – again this will slow the Germans down.
Advancing my faster units further into the pocket should also slow down the Germans from ZOC and attacking them.

I need to command all the main roads and road network nodes.

My Int says that the Germans will attack from the East to keep the pocket open, so I need to have forces protecting the Eastern flanks of the pocket

Preempt. I could attack the German forces in the East that are going to attack me. Or as said above, have forces in place ready to respond to an attack from the East.

I need to find the German HQ units. This is not going to be easy and then they need to be the focus of my attacks.

I looked at the manual and there are some key impacts to night turns. Supply will be reduced and it will be easier for units to disengage. It also says that the four day turns are pre-dawn, morning, afternoon and night with dawn and night occurring at night. The scenario starts in the morning.

My supply situation is quite good, which is a relief and will allow me to push my units hard.

Weather – the forecast is for a storm to hit on the 19th. It is not sure how long the storm will last. This will give my Air Force a break as they can rest, but it will make it harder to find and slow down the Germans.

The defence in the Northern part of the pocket looks stronger than in the South, so, I need the Americans to move farther to close the pocket.

Here is a look at potential objectives

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RE: Falaise Pocket 44

Post by MikeJ19 »

I put together some options for how to fight this battle. As time is limited and the starting spot for the units is fixed, the three options are similar.

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RE: Falaise Pocket 44

Post by MikeJ19 »

Option 2

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RE: Falaise Pocket 44

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Option 3

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RE: Falaise Pocket 44

Post by MikeJ19 »

As I mentioned, the options were fairly similar. I've decide that Option 3 is the best one.

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RE: Falaise Pocket 44

Post by 700851McCall »

Looks like this would be a challenging one to play as the Germans, too.
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RE: Falaise Pocket 44

Post by MikeJ19 »

700851McCall,

I agree, it would be an interesting challenge as the German. They are making life difficult for me already.

Here is the situation near then end of my first turn.

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RE: Falaise Pocket 44

Post by MikeJ19 »

Here is the situation as we move into the afternoon. A bunch of my air units are reorganizing, which is too bad.

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RE: Falaise Pocket 44

Post by MikeJ19 »

The sun is setting. This is my first night turn. I want to keep pushing, but supply is reduced during this turn, and the next one.

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RE: Falaise Pocket 44

Post by MikeJ19 »

Here we are in the middle of the night...

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RE: Falaise Pocket 44

Post by MikeJ19 »

The sun is coming, but it is still night.

I just checked the forecast and the weather is getting worse...

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RE: Falaise Pocket 44

Post by MikeJ19 »

The sun is coming up and my push continues.

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