H2H Meeting March 1942 M4Jess (US) vs Swagman (Germany)
Posted: Thu Sep 04, 2003 2:07 pm
The game was set up on a large custom map from those coming with the game. I claim to have edited (true, I did) the start line and victory hexes, in order to reduce the first turn adantage to me playing germany, since I was setting up the game. However, as happens annoyingly, I accidentally had the selection as random starts and victory hexes, so all my good work went to nothing. The start lines were so close in places that the american troops breathing would fog the windows of my trucks.
Points are only 2700 points, which purchases a reasonable force in March 1942...in scenario testing, that will buy a panzergrenadier company and a panzer company, but nothing else. In March 1942, the germans have the 75mm gun on the StugF and the Marder 1, although the PzIIIJ (s) is quite a potent little number, at least a match for the Lees and Stuarts it will face...while the 75mm gun can carve up a lee like a hot knife.
The US has two advantages. One is in th 0.1 delay on artillery, the other the 25% discount Jess received when purchasing units (since true troop cost is on). This equates to an extra company of Stuarts, or 15 Lees he can field...all up the germans could be facing up 3 companies of armour (51 tanks)...that would rock my socks...but given the strength of german frontal armour in comparison to the guns they face, the US will have to rely on side hits and ambush to knock out the german armour, (although his infantry don't even have bazookas.).
Turn 1 began quietly, with the german motorcycle sections heroically grabbing two accessible victory hex groups. All groups are in open terrain towards mid-map, although there is a considerable amount of rough hilly ground down south, that looked down on that victory hex group from three sides. Both sides were able to set-up defensive positions overlooking these hexes, so it would be suicide for either player to rush in to grab these.
Turn 2 revealed replay revealed heavy but ineffective 37mm AT fire from the US controlled hills down south. One of several halftracks concealed from the west were exposed from the south, and one was destroyed by an AP round. Worse still, having spotted my units, 60mm mortar rounds closed of the US turn, heavily suppressing several units.
StugF's and Panzer IIIJ advanced, attracting desultory 37mm AT fire. A couple of shots bounced harmlessly against the paintwork. All the fire did was allow me to locate the offending guns, which I then rushed with half-track infantry...no more guns. Also spotted a platoon of US infantry which I was able to rout...caution and a lack of movement points prevented me eliminating them...I closed the turn with much smoke, wondering where the enemy would next appear.
Points are only 2700 points, which purchases a reasonable force in March 1942...in scenario testing, that will buy a panzergrenadier company and a panzer company, but nothing else. In March 1942, the germans have the 75mm gun on the StugF and the Marder 1, although the PzIIIJ (s) is quite a potent little number, at least a match for the Lees and Stuarts it will face...while the 75mm gun can carve up a lee like a hot knife.
The US has two advantages. One is in th 0.1 delay on artillery, the other the 25% discount Jess received when purchasing units (since true troop cost is on). This equates to an extra company of Stuarts, or 15 Lees he can field...all up the germans could be facing up 3 companies of armour (51 tanks)...that would rock my socks...but given the strength of german frontal armour in comparison to the guns they face, the US will have to rely on side hits and ambush to knock out the german armour, (although his infantry don't even have bazookas.).
Turn 1 began quietly, with the german motorcycle sections heroically grabbing two accessible victory hex groups. All groups are in open terrain towards mid-map, although there is a considerable amount of rough hilly ground down south, that looked down on that victory hex group from three sides. Both sides were able to set-up defensive positions overlooking these hexes, so it would be suicide for either player to rush in to grab these.
Turn 2 revealed replay revealed heavy but ineffective 37mm AT fire from the US controlled hills down south. One of several halftracks concealed from the west were exposed from the south, and one was destroyed by an AP round. Worse still, having spotted my units, 60mm mortar rounds closed of the US turn, heavily suppressing several units.
StugF's and Panzer IIIJ advanced, attracting desultory 37mm AT fire. A couple of shots bounced harmlessly against the paintwork. All the fire did was allow me to locate the offending guns, which I then rushed with half-track infantry...no more guns. Also spotted a platoon of US infantry which I was able to rout...caution and a lack of movement points prevented me eliminating them...I closed the turn with much smoke, wondering where the enemy would next appear.