INTRODUCTION
The Napnuts played a
short scenario based on the famous Pointe Du hoc raid initiated by the
2nd Ranger Bn on June 6th, 1944. For our game,
the size of the battle was reduced considerably: Pointe Du Hoc battery
was reduced to 2 guns, and all other units were generally at half
strength. Where OOB was incomplete, we winged it.
US SETUP
Rangers
Airborne
-
1
Section 101st airborne
-
1
0.30 cal MG
Other
Click for full
sized map
GERMAN SETUP
Pointe Du Hoc
Reinforcements
-
1
Company Regular
-
1
Panzer III
-
1
Sdkfz 222
Ranger Mission
THE GAME
The
initial B17 bombardment was ineffective but managed to suppress the
single MG-firing pillbox.
Preparatory
fire from USS Slaterlee, which placed a highly effective smokescreen
ahead of the Rangers, allowed about half the Ranger force to make the
shelter of the cliff-face in the first bound.
However, BOTH 0.30 cal MGs were suppressed and out of the fight
for the position due to effective fire from a single German section
with a clear view of the beach. In addition, about half the company
were pinned/ suppressed. Faced with a choice between getting his
remaining men over the cliff or pushing on, the Ranger CO decided to
push ahead at half strength.
The
Rangers stormed the main line of resistance, which fell easily. Unfortunately,
the 155mm bunkers were empty (we played fair: a roll of 6 on 1D6 meant
the guns had not yet withdrawn). At this point, the game dragged down,
due to prolonged fighting in the rear line of infantry trenches
between the Rangers and the local garrison. To make matters worse, a
platoon of German regulars was rushed from the nearest garrison and in
the savage hand to hand fighting which ensued, the Rangers lost
approximately half their effective strength. Things were looking
desperate.
Undaunted,
the remaining Rangers made it up the cliff face, and rejoined their
brethren in the fortifications. While one of the remaining platoons
held the Pointe, a single platoon with an attached 0.30 cal MG pushed
ahead with the Naval Gunfire Team to secure the crossroads.
Aggressive
patrolling on the part of the Ranger located the 2 guns we had
cleverly concealed in the woods and destroyed them.
At
this juncture, the German counterattack, 2 platoons strong with a
supporting Panzer III, hit the Ranger platoon, reinforced by a stray
section of 101st paras, at the Crossroads. Despite taking
about 30% casualties, the reinforced platoon at the Crossroads managed
to destroy the Panzer III and destroy about half of the attacking
force, with a great deal of help from the Naval Gunfire Team (which
was far too strong and should have been limited to either 2 barrels or
only a 50:50 chance of a successful shoot as opposed to a 5:6 chance
of a successful shoot).
With
the Crossroads holding strongly, the Napnuts called it a day.
POST MORTEM
One
of the prettiest WW2 setups to date, with impeccable work on the
bunkers, concertina wire, and beach obstacles.
The
Ranger attack looked precarious at the start, with the German defense
proving more resilient than our playtesting of 2 weeks ago suggested.
This was exacerbated by the early release of a full platoon to support
the defenders. Casualties in the assault were horrendous, with a
platoon-plus of Rangers and one of the 0.30 MGs destroyed.
However,
the Rangers came into their own in the defensive phase, where the guns
of the Slatterlee broke up virtually every attempt by the Germans to
come to grips with the platoon-plus at the Crossroads. In spite of
armoured support, the Germans could not dislodge the defenders from
the Crossroads.
Despite
the imbalance caused by the overweight Naval Artillery, the scenario
has great potential, and
would be worth replaying with USS Slaterlee firing just her forward
guns.
Report
by WW2 Coordinator: LK Tho
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