Armored Feint, Scenario Design, Part V

Initial draw. Playtest counters look pretty sharp, no? No? Okay.
Initial draw. Playtest counters look pretty sharp, no? No? Okay.

Middleton writes the dismounted element consisted of fifteen men. He also mentions (and draws) three tanks. 712 tk bn’s S3 journal confirms a detachment to 357IR. (They also mention the loss of two tracks on the previous day. Where this fire came from is not immediately evident.)

I decided to change the squads to all first-line and casualty reduce them to show the fragility of fire-team sized elements. As far as enemy forces are concerned, I only know that the attack initially took small arms fire and that the tanks withdrew under artillery (or mortar) fire. I know that 15FJR was active in the adjacent regiment’s sector, so it is unlikely that they would be committed to the line. I’ll include them as a possible reinforcement.

Another designer might look at Middleton’s writing and say “There isn’t a scenario here.” No WW2 game design I can think of has perfect (or even good) information about the orders of battle, much less positions. This goes especially for tactical level designs. You can only drill down so far. German records either do not exist or remain uncataloged.

Spreadsheet with quick and dirty scenario draft.

I think this should be a short scenario. Barth’s account says the tanks withdrew under artillery fire whereas Middleton makes no mention of it, claiming they withdrew because it was dark. We know the attack started at around 1430. The sun sets quite late at 47 degrees north latitude in July, say around 2230. There’s no way the tanks would want to drive around during nautical twilight, so let’s say five hours. My rule of thumb for FTGU is that one turn represents anything from a few minutes to an hour. I want quick play and few units and, to ameliorate the random force draw, a replay with the players switching sides.

Starting positions for first test. Germans have made a lot of draws and have 3 VP from a starting total of 10.
Starting positions for first test. Germans have made a lot of draws and have 3 VP from a starting total of 10. Remember woods are as orchards and are trafficable by vehicles.
Victory Conditions

My supposition is that the US battalion commander wants to extract two companies in distress. The scenario represents a feint presumably designed to force the Germans to commit to committing reserves to protect a junction which they have been using to reinforce their efforts to envelop the beleaguered US companies. The German wants to continue the reduction of I and L companies unhindered, as well as preserve freedom of movement on the left flank. He needs to commit the smallest force necessary in order to impede the US’s attempted relief.

Historically, I’m not sure the US action achieved its mission. The German regimental commander seems to have been content to dare the US armor to advance into more closed terrain, opting instead to bring indirect fire to cover subsequent night operations. Also, on this date in the adjacent sector, US 712 tk bn was putting heavy pressure on another mission to relieve isolated infantry units and suffered accordingly.

In game terms, the German will make random draws from a pool composed of some clapped out squads, remnants of 77th Infantry, a light antitank gun, and a lot of decoys. Each draw will deduct from his starting VP total, to be determined. I want the first phase to be a ginger shell game, with points scored for enemy losses on both sides. This should result in a reconnaissance by fire all the way to the road.

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