Unintended Consequences part 2. The best laid plans…

South-east of Nijmegen

18th September 1944 13:30

Played to Memoir ‘44 rules, with local scenario special rules.

In this report I will elaborate the game mechanisms, followed by a creditable narrative of the battle action. Extract from it what you will…

Situation

406 Landesshützen Regiment, now reduced to three companies, is facing an estimated two companies of US parachute infantry holding a crossroads near their observed supply drop zone.

With no definite orders from Corps HQ, I rolled a die for the local commander’s decision. A 6 showed that, with odds of 3:2 in his favour, he would order an attack.

Unfortunately for the Germans, when I rolled for the detailed force make-up, one of their company units was no more than a battalion HQ, which can be useful if there are a lot of units under command, but possibly not so useful in this case. The rest of the force was made up of six rifle platoons, one mortar platoon and one platoon armed with Panzerfausts.

The second potential problem was that there turned out to be three American companies rather than the expected two; two with mortar platoons and all elite forces. I use the US Marines “Gung-Ho!” rules for US parachute infantry, which is effectively about the same as giving them a free HQ unit, allowing one more unit to be activated than the number allowed on the command card.

The picture above is looking from the south (US) side. Rough heathland to the left, flooded polder to the right with a farm near the crossroads.

The Germans, with 9 platoons, start with 3 command cards. The Americans, with 12 platoons, start with 4 command cards.

Victory points. Side with the lowest units, with number of units divided by two, rounding down. Both sides have 3 units, so 1 VP ends the battle.

Both sides win 1 VP for eliminating an enemy unit. The Germans will win 1VP by exiting the field at the crossroads.

13:30

The German player, with orders to attack, must make at least one aggressive move. But with no useable cards, he must surrender one card from his hand and take another. The initiative is lost.

The American player has only one playable card: Recon with 1 unit. “Gung-Ho!” rule increases this to 2 units.

The left flank company advanced half-left and opened fire on the enemy, supported by the mortars of the 2nd company. 1 hit and 1 retreat.

Narrative

Observing the strength of the enemy, the attack stalled.

The Americans initially opened fire with mortars, then advanced a rifle company on the left flank which drove the Germans back with light casualties.

13:40

The German player was still not able to use any of the cards in his hand. Nor was the US player.

13:50

Still no useful cards for either player.

Narrative

After the initial engagement there was a lull for 20 minutes before…

14:00

The German player still had no playable cards.

The US player used “Direct from HQ”, allowing orders to any four units.

I use this in the campaign to include off-table reinforcements within one map square, so the four companies of 3rd Bn 508th PIR arrived on the left flank.

This brought the US strength up to 25 units, and thus 8 command cards, so 4 more were drawn from the pack.

Narrative

At around 14:00 US reinforcements arrived from the south-west in the form of 3rd Bn 508th Parachute Infantry Regiment: HQ, 10 Rifle platoons and 2 mortar platoons.

14:10

Finally the Germans had a useable card. Attack Center. The right flank company advanced to fire on the US left flank company, supported by the mortars of the other company. 1 hit and 1 retreat.

The US played Attack Center. 3 units. The mortar platoon attacked the enemy to the left with 1 hit. The two rifle companies advanced and fired. 2 hits and 2 hit respectively. One German company eliminated. 1 VP. End of game.

Narrative.

The Americans advanced both rifle companies, supported by mortar fire. One of the enemy companies broke and ran. The remainder began to fall back.

Result. US victory.

Casualties.

2/508 PIR. 1/12 = 8%

406 LS Rgt. 5/9 = 56%

Published by

General Whiskers

Wargaming butterfly (mainly solo), unpainted model figure amasser, and Historical Re-enactor of the black powder era.

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