US Corps 42 to 45

Battle Reports & After Action Reports (AAR's)

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Cerberus51
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Re: US Corps AAR

Post by Cerberus51 »

goose_2 wrote:That is a solid army.

I am curious I always enjoyed more Rangers when I beta tested.

Why do you prefer Engineers?
Minefields. There are a lot of minefields in US Corps. Iirc you have to clear 16 minefields to get a Triumph at Messina. Rangers can knock down minefields but require two shots. Ignoring entrenchments/no risk of rugged defence is also handy but the 2 movement is a pain. Luckily one just acquired a Move +1 hero.

I only use 3, one per battlegroup in a 3 battlegroup force structure. Ideally I need another Ranger, I may get awarded one as an SE unit, will definitely upgrade the Audie Murphy infantry unit when it comes and may well upgrade the Alpini from Messina after using them to get the Naples easter egg. That will give 1 or 2 spare in case I lose one.
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Re: US Corps AAR

Post by Cerberus51 »

On with 43 and a visit to sunny Sicily.

GELA

8943pp, 20 slots. After elite replacements and upgrading all 6 M10's to M18's (only costs 11pp each) 7992pp left. The M10 to M18 upgrade is debateable, higher hard attack and movement, lower fuel and ground defence. The better hard attack swings it for me.

Awarded SE P-47B. That is my SE unit for the 43 campaign already. Upgraded to P-47D.

Left 2 M18's, Crab and both B-24's out. Deployed everything else and started landings all along the coast SE of Gela, armour first. I ignored the single deployment hex NW of Gela as a unit there would be isolated and exposed. Turn 2 and a scary pop up warning of a German attack with Tigers. This is my third playthrough of this scenario and I have yet to see a German unit. I can't decide if the warning is genuine and there is some chance of German units spawning, or it foreshadows the next scenario, or is simply there to make you more cautious. I assume the last of these.

The Regia Aeronautica turned up in force but proved little challenge, all destroyed for a single point of damage to one of my fighters. After that it was simply about destroying the Italian units which were no match for my experienced troops. The most damaging attack was by the best enemy tank, a P26/40, that scored 6 damage on my inexperienced PzIV.

Triumph on turn 9/12. I also evacuated the three warships (more to say on that in the next scenario).

Verdict: A little too easy. I had a look at the units you get if you start 43 fresh rather than import your core from 42 and my imported core had significantly better equipped and more experienced units. I think the designer has the problem of creating an opening scenario where an average player starting this campaign can win but that leaves it too easy for an experienced player with an imported core. This is compounded by the fact that by 43 the Italian units aren't up to the job with obsolete equipment and the only way to slow down an experienced player would be to flood the map with them.
Attachments
(24.12.2016) Gela, Turn 9.pzrpl.zip
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Cerberus51
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Re: US Corps AAR

Post by Cerberus51 »

GELA COUNTER ATTACK

9406pp, 21 slots. I disbanded the 3 warships from the previous scenario for a total of 7700pp. I don't know if nikivdd intended that or allowed for it. I don't think you should get prestige for disbanding auxiliary or SE units, but I expect to need it!

Deployed a battlegroup in the E to take on the German attack and the rest, including newly purchased M7 artillery and M15 AA to form a defensive perimeter in the W. The Germans are tough and the Italians numerous but the M18's are lethal against hard targets. After I knocked out the PzIII's and IV's the Tiger charged in and attacked a M18 with M12 artillery support. Result = Tiger -6 and M18 -4 damage. Suppressed the Tiger and finished it off with another M18 next turn.

By the end of turn 4 the Germans were destroyed and the Italians in a pocket at the western edge of the map. Turn 5 received orders to capture two new objectives. Cleared map apart from NE airfield on turn 9. Turn 12/12 took airfield for Triumph. 17215pp.

Verdict: Harder then Gela. Fighting the German attack can go horribly wrong and naval bombardment is needed in this sector. The Italians almost destroyed an engineer and there are so many Axis air units it is difficult to shoot them down fast enough. A fair challenge for this point in the campaign with the real threat of losing a core unit or two.
Attachments
(25.12.2016) Gela counter-attack, Turn 12.pzrpl.zip
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Cerberus51
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Re: US Corps AAR

Post by Cerberus51 »

AGRIGENTO

18465pp, 21 slots.

No planes allowed so bought two more M7 artillery. Plan is to go in three groups so that allows one M7 and one M12 artillery per group. Only Italian units on this map so I don't expect a difficult battle. One group will go N, clear that area, swing W and attack Agrigento from the NE. Second group will attack Agrigento from the SE. Third group will drive up the coast, take Porto Empodocle and then support the final assaults on Agrigento.

Cleared initial Italian units easily enough and everything pretty much went to plan. Cleared the map but held off occupying victory hexes until the last turn. Triumph on turn 18/18, 17711pp.

Heroes are coming along nicely, one tank destroyer now has a +2 and a +3 attack and my SE Ranger got a +1 move to go with its +3 attack.

I realise now that I should have disbanded the PzIV immediately and bought a Sherman. I intended to upgrade it to a M4A3E2 but instead of getting the prestige for the PzIV I now have to either pay the full cost of the E2 upgrade or lose the 164 exp the unit has gained.

Verdict: Fairly easy as long as you bring enough artillery to make up for no air support. A welcome break from those damned Tigers.
Attachments
(27.12.2016) Agrigento, Turn 18.pzrpl.zip
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goose_2
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Re: US Corps AAR

Post by goose_2 »

[quote="Cerberus51"]GELA COUNTER ATTACK

9406pp, 21 slots. I disbanded the 3 warships from the previous scenario for a total of 7700pp. I don't know if nikivdd intended that or allowed for it. I don't think you should get prestige for disbanding auxiliary or SE units, but I expect to need it!

quote]

That was a brilliant move and one I wouldn't have even considered.
In your final assessment you suggest that you need the Naval Bombardment, did you regret disbanding the navy or ultimately are glad you did?
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Cerberus51
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Re: US Corps AAR

Post by Cerberus51 »

goose_2 wrote:
Cerberus51 wrote:GELA COUNTER ATTACK

9406pp, 21 slots. I disbanded the 3 warships from the previous scenario for a total of 7700pp. I don't know if nikivdd intended that or allowed for it. I don't think you should get prestige for disbanding auxiliary or SE units, but I expect to need it!
That was a brilliant move and one I wouldn't have even considered.
In your final assessment you suggest that you need the Naval Bombardment, did you regret disbanding the navy or ultimately are glad you did?
Not a problem, although it is a bit weird in that at deployment for Gela counter attack you have USS Boise and USS Savannah in your deployable list (the ones I pulled from the Gela scenario to disband) and also have the same ships on the map to use in the scenario.

The prestige will be more useful later than the ships would be.
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Re: US Corps AAR

Post by Cerberus51 »

PALERMO

19211pp, 23 slots.

Took elite replacements. Bought two more M15 air defence, I don't expect to use them much in 43 but have found them useful in 44/45 to take the edge off the Luftwaffe fighter units. I also disbanded the PzIVF/2 and bought a M4A3 instead, just a pity to lose that experience.

Plan was for three groups. First group to go north, taking Gangi and Cefalu, then west to Palermo. Second group to go NW, take Corleone, continue NW and attack Palermo from the west. Third group to advance along the south coast, take westernmost victory hex then attack Palermo from the west. I'm not sure of the best use for the aux paratroops. I flew them off the S coast up to drop near and take Castelvetrano (9,16) and the adjacent airfield and that put them to some use. 18 turns appears generous and is more than enough to take Palermo but is actually very tight to get the last POW all the way from the western victory hex to zone A.

Initial attacks were successful and a couple of fighter traps helped deal with the Regia Aeronautica. Due to the tight turn limit I could not usually take an extra turn of bombardment as I would have preferred but had to attack and take damage and use replacements. Fortunately my engineers and Rangers are all pretty experienced by now.

I was lucky at Palermo to catch the 9cm AA unit in AT mode. Artillery suppression allowed a B-25 to take it down to half strength and it was destroyed next turn leaving my bombers able to operate freely. Cleared the map on turn 17, was just able to reach a zone A hex with the last POW on turn 18 and got a Triumph. 18994pp.

Verdict: It is a big map and you have to keep moving if you want a DV. Several Italian units were quite aggressive and managed to inflict some damage (I question the ability of the US commander myself :D ). Doable but no room for major errors.
Attachments
(28.12.2016) Palermo, Turn 18.pzrpl.zip
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Cerberus51
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Re: US Corps AAR

Post by Cerberus51 »

SAN FRATELLO

Had a choice of this or Troina and I think this is more interesting with the amphibious landing. 20194pp, 23 slots, no planes allowed so bought a M8 recon as I had a spare deployment slot.

Plan was to attack across the river due west of San Fratello with another group coming up from the deployment area south of San Fratello. A third group would wait in the north for the German withdrawal after the amphibious landing then pursue along the coast. Kept 4 units (M4A3, M18, M7 and engineer) back as the landing force.

Landed at Sant'Agata on turn 5 (after being careful not to put a landing ship next to the VH in case that triggered the German withdrawal) and the Germans started to withdraw both in the north and south. Got to the river crossing west of Sant'Agata in time to start a massacre that saw the last German unit there destroyed on turn 9. Destroyed the last Italian unit on turn 10 but as I was getting 25pp each turn I held off occupying the last VH until turn 15. Triumph, 19729pp. Have not hit the soft cap yet.

Verdict: Would be tough if you tried to cross the river in the north and centre straight away. The crossing near San Fratello can be done with artillery support. Another one that is relatively straightforward if you know what you are doing.
Attachments
(29.12.2016) San Fratello, Turn 15.pzrpl.zip
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Re: US Corps AAR

Post by goose_2 »

I checked my Beta and you have over 17500 more in prestige than I did at this stage of the game so you are doing much better and have built a much stronger and robust army than I was able to maintain, but I was playing blind and as quick as possible, to help the developers.

Either way you are doing very very well, and should have no problem beating back the Hun. ;)
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Re: US Corps AAR

Post by Cerberus51 »

I'm fairly happy with the way prestige is building up but still nervous about how much I will need for 44/45.

MESSINA

20229pp, 23 slots.

Triumph requires clearing 15, yes 15 :!: , minefields. This is what the engineers are along for. I overstrengthed all 3 engineers and the Sherman Crab to 12 as they will inevitably take damage clearing mines and preloading them like this should delay or even avoid taking replacements during the scenario.

The trick to this one is that some Axis units withdraw and can be let go and some have to be destroyed.

Initial battles on the ground went well, however in the air was a different story. After taking out the initial Italian air units I attempted to hit the Tiger in the south with a B-24, not picking up that there was a mobile AA adjacent. Then a FW190a attacked the escorting P-47 for 5 damage each. A defensive and then an attacking round of AA fire left the B-24 at 4 str. Not wanting to spend that much prestige I had to park both of those air units for the rest of the scenario.

On the ground things went better. Good progress in the north and in the south the Tiger moved into the town of Randazzo to attack one of my engineers (3 damage). Attacks by the two available engineers destroyed the Tiger.

On turn 9 my units cleared the last of the 15 minefields on the map and on turn 10 destroyed the last Axis units on Sicily, including the supply dump north of Messina. Destroying the supply dump triggered getting an Italian volunteer unit (an alpini with 200 exp and an A+2, D+2, I+2, M+1, S+2 hero) on turn 11. Not getting prestige per turn so occupied Messina for a Triumph, 20269pp.

Verdict: Not as easy as it sounds, you can get bogged down in the south. I was fortunate to destroy the AA unit here before it could withdraw and air support made all the difference to the advance in that sector.
Attachments
(30.12.2016) Messina, Turn 11.pzrpl.zip
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captainjack
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Re: US Corps AAR

Post by captainjack »

Cerberus51 wrote: I disbanded the 3 warships from the previous scenario for a total of 7700pp.
I wish I'd thought of that. Prestige is hard to come by in US Corps (even with soft cap disabled), and maintaining experience is important. Cunning plans and deviousness are important skills for a commander.
Cerberus51
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Re: US Corps AAR

Post by Cerberus51 »

captainjack wrote:
Cerberus51 wrote: I disbanded the 3 warships from the previous scenario for a total of 7700pp.
I wish I'd thought of that. Prestige is hard to come by in US Corps (even with soft cap disabled), and maintaining experience is important. Cunning plans and deviousness are important skills for a commander.
I can't claim it as entirely my idea as I came across mention of evacuating the ships to use later in a post somewhere on these forums. I had already realised you could disband evacuated aux units for prestige so put 2 and 2 together. It is a serious amount of prestige.

There is one more opportunity to withdraw aux units - in 44/45.
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Re: US Corps AAR

Post by Cerberus51 »

SALERNO LANDING

23269pp, 24 slots.

Upgraded the Alpini to Rangers with half track. A full cost upgrade but I need a third Ranger, Alpini have a poor hard attack and I get a Ranger with experience and a very good hero.

Planned to land in 3 groups, each an M4A3, 2 x M18, a M12 155mm, a Ranger and an engineer. Each group to take an objective just inland then fight a defensive battle until the bulk of the German units are destroyed. Naval support gradually shifts northward.

The Luftwaffe looks strong but 2 of the three fighters have no experience and my P-47's quickly eliminated the German air units. The Germans don't have heavy armoured units either.

Seized the initial objectives and sent the central group to help the northern group around Battaglia, where most of the German units gather. Southern group mopped up their sector then took the two eastern objectives. General advance around turn 10/11, took last VH on turn 14/16 for Triumph, 22638pp.

Verdict: Looked tougher than it was. Key is to take out any AA so US airpower can do its thing. A lot of German infantry units but only a handful of PzIII's and IV's. Numbers look daunting but they can't really deal with units with artillery support. Heavy tanks would be much more of a challenge - what's that? The next scenario? Oh OK.
Attachments
(31.12.2016) Salerno Landing, Turn 14.pzrpl.zip
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Re: US Corps AAR

Post by Cerberus51 »

SALERNO COUNTER-ATTACK

23638pp, 24 slots.

Same map as the previous scenario but this time there are even more German units and this time they do have heavy armour - three :shock: Tigers in the NW and a SE Panther A backed up by a Nashorn and a couple of PzIVH's in the E. The Germans move first as well, which means most of the auxiliary US units in the east are doomed.

You do get given a good unit though, a US 43 infantry with 175 exp and hero Audie Murphy, A+2 D+3 I+3 S+1 (I can just about remember as a child in the 60's watching the movie biopic on TV of Murphy in which he played himself. The scene where he is standing on top of a burning Sherman firing the .50 cal sticks in my mind). Better still it starts in a flag hex in Salerno so I was able to upgrade it to a Ranger with higher hard attack on turn 1.

Upgrading that unit fitted perfectly with something I had decided to try. In previous playthroughs I had defended all the Salerno hexes but this time I left the two NW hexes empty hoping the German panzers would move in and my Rangers and engineers could attack them in close terrain.

I deployed a group around Battapaglia and the final group to the south planning to fight on the defensive as last time. The aux units in the east were overrun although you can save the AD unit and the enemy closed in on my core units. The Luftwaffe was more of a problem this time, they came in 3 waves and my core fighters took damage. It would have been worse if the enemy mobile AD units had not preferred to shoot at the auxiliary P-40 I put out for them.

I moved all the warships to Salerno and leaving those two urban hexes as a panzer killing ground worked very well with naval bombardment to provide suppression. One of the Tigers was forced to surrender, giving up 105pp. By turn 10 it was basically over with virtually all the German attacking units destroyed and my forces began to advance on the victory objectives. Took Teora (in the NE corner) on turn 14 to get the captured PzIVH and cleared the map and took the last VH on turn 15/20 for a Triumph. 22540pp.

Verdict: Toughest scenario of the campaign so far. I think I spent more on replacements than any previous scenario (elites for P-47's are costly but the Luftwaffe just kept coming).
Attachments
(01.01.2017) Salerno Counter-Attack, Turn 15.pzrpl.zip
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Cerberus51
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Re: US Corps AAR

Post by Cerberus51 »

NAPLES

25456pp, 25 slots.

Kept the PzIVH, unlike the earlier F/2 one the H is better than any available Sherman. Deployed in 3 groups, one to go up the east side of the map (there is a Tiger up there), one to the west to go along the coast and one to drive NW diagonally across the map. Initial success but things started to go wrong on turn 8. The bridge engineers appeared on turn 3 and I picked up the Easter egg for placing a unit on Vesuvius. Then the Luftwaffe put in a second appearance and a Ju87G knocked an already damaged M18 down to 2 str, forcing me to pull it back out of harms way. I moved my newest M4A3, the one I bought to replace the disbanded PzIVF/2, next to Aversa to stop the AI purchasing reinforcements there and the 43 Grenadier garrisoning the town attacked inflicting 3 damage, followed by the appearance of a 90mm SP AT that killed the Sherman. A more experienced unit might not have been attacked but it was a risky move anyway. I won't be replacing it, it is too far into the war for a green unit to be much use now. I don't like losing core units but it is the first one and if I had to lose a core unit it is one I can afford to lose.

The weather also took a hand, T10 rain, T11 clear and T12 rain and muddy before clearing. I was able to use the last turn of rain to position a B-25 on the artillery unit in Benevento (the NE VH) which is normally covered by the 88 on the nearby airfield. Next turn it bombed the artillery and got out before the 88 could fire. By that point there wasn't much opposition left and I secured a Triumph on turn 16/20. 25007pp.

Verdict: Not particularly difficult but the enemy units are becoming more aggressive and inflicting greater damage as the scenarios pass.
Attachments
(02.01.2017) Naples, Turn 16.pzrpl.zip
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goose_2
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Re: US Corps AAR

Post by goose_2 »

Cerberus51 wrote:SALERNO COUNTER-ATTACK

Upgrading that unit fitted perfectly with something I had decided to try. In previous playthroughs I had defended all the Salerno hexes but this time I left the two NW hexes empty hoping the German panzers would move in and my Rangers and engineers could attack them in close terrain.
Yeah, I remember doing this in my playthrough. It is very smart idea and great way to build up additional prestige, but I struggle with giving up ground as I am very territorial in my play style.
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Re: US Corps AAR

Post by Cerberus51 »

I decided to take the historical path so is is off to

ANZIO LANDING

27807pp, 26 slots.

A B-25 upgrade and the P-51B are available. I don't consider the extra point on initiative of the P-51B over the P-47D worth the full purchase cost of the P-51. The new B-25 isn't a better bomber than the B model, just better defensive air attack for around 200 prestige. Not good value so I upgraded one B-25 to a B-26 at full cost. Looking back it would have been worth buying a B-26 to begin with.

Landed. formed defensive perimeter and took Anzio and Nettuno. Dealt with initial Luftwaffe for -5 damage to a cruiser. More Luftwaffe on turn 5. Thought I would never break out in time to secure the objectives but eventually wore the enemy down.

Breakout underway by turn 9 and destroyed last train unit. Received two auxiliary PzIV's on turn 10. Lost auxiliary PzIVH on turn 11 - a Panther came in and inflicted 9 damage then a Gebirgsjager finished it off. Disappointing but better than losing a core unit. That was the last serious German attack. Decided not to push beyond objectives. Triumph on turn 15/16, 27321pp.

Verdict: Challenging to get ashore in good order and a small initial battlefield area makes it hard to progress initially, then it opens up. Good that it is not simply a repeat of Salerno.

Now it gets serious.
Attachments
(04.01.2017) Anzio Landing, Turn 15.pzrpl.zip
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Re: US Corps AAR

Post by Cerberus51 »

ANZIO DEFENCE

29321pp, 28 slots.

Lasts the full 15 turns unless you destroy all the Axis units (really? Destroy them all? Yeah, right). Axis moves first.

Overstrengthed all 10 of the armoured units I deployed to 11 str to try and increase their survivability. Decided to do hard defence and not give ground. I'm not sure if that was the right decision or if it would have been better to fall back, ambushing the enemy units and retaking the lost ground later.

The attacks are continuous, always happening somewhere along the front. My notes are rather confused, it was that hectic. There were three waves of Luftwaffe units and over 20 panzer and jagdpanzer units with supporting artillery and numerous infantry. I found myself taking replacements frequently as I could not leave damaged units to the rear, they had to be patched up and put back into action to cover for the next lot of damaged units. Sadly I lost a two hero attack +5 M18 Hellcat. It ambushed a Panther for 8 damage but then took 3 damage from a Gebirgsjager, despite a M12 155mm in support, and was killed by an Elefant. I bought a replacement M18, which I nearly lost, but it will be hard to keep it alive. I don't often lose core units and that one will be missed later on.

Eventually the Axis forces began to run out of units allowing a Triumph on turn 15/15, 25414pp (yes, I spent over 3000 prestige on replacements during the scenario, elite reps as I did not want to lose significant experience).

Verdict: I found this much harder than Salerno, best description would be brutal. A challenging high point to the campaign with just one mopping up scenario to go.
Attachments
(05.01.2017) Anzio Defense, Turn 15.pzrpl.zip
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Re: US Corps AAR

Post by goose_2 »

Cerberus51 wrote:ANZIO DEFENCE

29321pp, 28 slots.

Lasts the full 15 turns unless you destroy all the Axis units (really? Destroy them all? Yeah, right). Axis moves first.

Overstrengthed all 10 of the armoured units I deployed to 11 str to try and increase their survivability. Decided to do hard defence and not give ground. I'm not sure if that was the right decision or if it would have been better to fall back, ambushing the enemy units and retaking the lost ground later.

The attacks are continuous, always happening somewhere along the front. My notes are rather confused, it was that hectic. There were three waves of Luftwaffe units and over 20 panzer and jagdpanzer units with supporting artillery and numerous infantry. I found myself taking replacements frequently as I could not leave damaged units to the rear, they had to be patched up and put back into action to cover for the next lot of damaged units. Sadly I lost a two hero attack +5 M18 Hellcat. It ambushed a Panther for 8 damage but then took 3 damage from a Gebirgsjager, despite a M12 155mm in support, and was killed by an Elefant. I bought a replacement M18, which I nearly lost, but it will be hard to keep it alive. I don't often lose core units and that one will be missed later on.

Eventually the Axis forces began to run out of units allowing a Triumph on turn 15/15, 25414pp (yes, I spent over 3000 prestige on replacements during the scenario, elite reps as I did not want to lose significant experience).

Verdict: I found this much harder than Salerno, best description would be brutal. A challenging high point to the campaign with just one mopping up scenario to go.

Whoa that sounds brutal and quite a sad loss of a great unit.
Trust me I know what that feels like.
Thanks for the report
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Re: US Corps AAR

Post by Cerberus51 »

ANZIO BREAKOUT

27640pp, 28 slots.

New equipment - M4A3(76) so upgraded my three Shermans as this is better than the M4A3 I've been using since Achnagarry, M24 Chaffee isn't a bad unit but I don't use much recon and P-51D which is better than the B model but still not worth the cost to change from P-47's.

Attacks went SE for the VH Littoria, NE to Cisterna and NW to start eliminating Axis armour. Turn 3 took Littoria and destroyed 2 Panthers. Turn 4 Received warning about German rocket fighters which appeared next turn and were eventually dealt with, destroyed Tiger in NW. German units starting on the E edge of the map make their way to the NW.

Mid game I upgraded the 3 aux artillery units with trucks so they could be used against the final objectives. Cost 150pp but I think having the extra artillery available was worth it.

Turn 9 had a Ranger in half track reduced to 1 str by P26/40 :shock: when I was sure it was out of spotting range. Turn 10 received Sdkfz 234 for taking Genzano (11,8). Turn 13 captured Rome, tried to fall back around Valmontone to avoid being spotted by the passing panzers but forgot there was a strongpoint :oops: so attacked by Tiger. Turn 14 destroyed Tiger (the last Axis heavy armour). Turn 16 took last VH for Triumph, 25517pp.

Verdict: quite a good scenario to end the 43 campaign with. Liberating Rome gives a sense of achievement but the scenario can be tricky in places (especially trying not to get hit by the units moving NW). The Me-163's look scary but the experience of my P-47's meant they could hold their own.

Now off to taste some French wine!
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