26/08/2019 at 03:44 #120668
Ambush at Abbeville, #6
1000 28 May 1940
Following the fighting in and around Flavion, KG Klink was briefly pulled out of the line to rest, refit, perform maintenance on their weapons, machines, and equipment, and bring in a few replacements. They were actually parked outside the Dunkirk perimeter when they were called back to action; further south, German forces had forced a crossing on the Somme. At 0600 27 on May, the Allies counterattacked the German bridgehead, striking the German 57th Infantry Division southwest of Abbeville, in an attempt to reach the encircled Allied troops at Dunkirk.
Unbeknownst to the Germans, the French French 4e DCr (or 4th Division Cuirassee, 4th Armored Division) arrived in the battle area that evening. The French force, heavily armed with Char B1, Somua S-35, and Hotchkiss light tanks, immediately set about reorganizing, preparing to attack on the morning of 28 May.
But KG Klink moved all through the night in order to reach the battle area. arriving at approximately 0500 on 28 May. The plan was for KG Klink to counterattack down the Blangy-Abbevile Road, hoping to flank the French 2e DLC (2nd Cavalry Division), maybe even cut all the way across and in behind the British 51st Highland Division, cutting off the British 1st Armored Division. With that, KG Klink set off, passing through the German 217th Infantry Regiment, launching its attack down the Blangy-Abbeville Road. KG Klink passed through Villers sur Mareuil, then Huppy, and were moving towards St Maxent en Vimeu, when they encountered trouble near the three (fictional) villages, Dujour, Deture, and Toujour, on the River Bleu.
The first fight saw Colonel Klink lead the 1st Grenadier Platoon, supported by Stugs, in the attack on Dujours. Repulsed, they were reinforced by the 4th Grenadier Platoon and drove the French force back onto Hill 44.
The second fight saw 1st Lt Tausch, lead his 3rd Grenadier Platoon into the assault on Hill 34. The attack stalled in several locations, but the Lieutenant’s skillful leadership maneuvered his troops until they were able to unhinge the enemy’s defensive line.
The third fight saw the Reconnaissance Company Commander, 1Lt Wehner, seize the bridge at Deture after some very heavy street fighting.
The fourth fight saw Colonel Klink go down in a blaze of glory atop Hill 44, the remainder of his Stugs and 1st Grenadier Platoon chewed to pieces, though still able to force the French off the hilltop.
The fifth fight saw Major Schultz, the Kampfgruppe Executive Officer, lead the assault into the French village of Toujour. The attached panzer platoon was roughly handled, and the infantry didn’t fair much better, with Major Schultz wounded while leading a close assault to secure the village. However, no sooner was the village taken then strong enemy forces appeared, forcing not only the 4th Grenadier Platoon to fall back from Toujour, but also the Reconnaissance Company to abandon the bridge at Deture.
The overall area of operations, and that stupid north-seeking arrow at top right is incorrect, north is to far left… The three villages are, from left to right: Dujour, Deture, and Toujour, and the hills are, from left to right: Hill 34, Hill 44, and Hill 54. The River Bleu runs east-west down the center of the table.
My intent is to play a series of battles on a 6′ x 4′ layout, using small pieces, maybe 2′ x 2′ with 10mm troops. I’ve gone back to my old standby, Ivan’s “5Core Company Command.”
The sixth fight sees Captain Bohm, the Panzer Company Commander, lead his 3rd and 4th Panzer Platoons into battle against the French counterattack.
The moment you’ve all been waiting for, steel on steel. The French are a mix of Minifigs UK and Pendraken vehicles, while the German tanks are all Pendraken.
Captain Bohm, the senior officer left in KG Klink at this point, stops briefly to confer with Lt Wehner, the acting Kampfgruppe Commander (normally the Reconnaissance Company Commander). Lt Wehner orients the Captain to the terrain and updates him on the friendly and enemy tactical situation and location, but before he leaves, Captain Bohm asks Lt Wehner to remain as the overall tactical commander for KG Klink as he (Capt Bohm) wishes to direct and participate in the upcoming armored battle. “Those French heavy tanks are truly monsters, and it’s going to take every gun we’ve got to stop them.”
“Good luck, Sir!” wished Lt Wehner, as Captain Bohm’s Panzer IV raced off to the south.
First blood goes to the Germans when Sgt Fittzbaum, the 3rd Panzer Platoon Commander (bottom center, with tank commander figure), spots the French light tanks moving on the slope of Hill 54 (top center right). “Gunner, enemy tank hull down on Hill 54, 12 o’clock, 400 meters, armor piercing, fire!”
“On the way!”
Sgt Graebner duels with a Char B1 in Deture (top center right) as SSgt Mangold and Cpl Raush push their tanks towards the bridge (far right).
But indeed, here be monsters.
To see how the fight shook out, please check the blog at:
Kampfgruppe Klink is hanging on by a thread, with nothing left on the battlefield to stop the two French tanks, but an unlikely hero is on the way, and is currently marshalling forces (in the form of the remaining Panzer Platoon and the Panzerjaeger Platoon) to strike back at the French.
Jack26/08/2019 at 04:28 #120670
Wowzer the French tanks didn’t all blow up on turn one!!!26/08/2019 at 15:17 #120696
I don’t know, it’s kind of convenient that Somua 2 moved when it did.
Kampfen Gruppen Klink seems to have a lot of reserves.
Tired is enough.26/08/2019 at 17:13 #120707
Darkest Star GamesParticipant
Man, that’s a lot of burning panzers. Remind me to never become a named character in any of your games!
"I saw this in a cartoon once, but I'm pretty sure I can do it..."26/08/2019 at 17:46 #120708
Nicely bloody, at least for the tanks involved. There were a couple of instance in which German tanks were able to get around the flank or rear of the French tanks. In your solo games, how do you get this to happen? In mine, then the only ways this can normally happen are:
1 – By suppressing the target with fire so it can’t move.
2 – By the targets accidentally being generated / coming on the board in a position which has been flanked.
3 – One side is concealed and the other side has to follow initial orders until contact is initiated.
4 – If playing Nuts! and you judge it very finally and have a healthy dose of luck, getting an extra activation from a good commander without the defenders re-orientating themselves.
https://hereticalgaming.blogspot.co.uk/26/08/2019 at 18:07 #120709
Thank you for an excellent yarn, superb AAR.
Willz.27/08/2019 at 00:11 #120720
Kyote-John -Indeed, but that was to be expected with three Char B1s and two Somuas on the table!
Thomaston – None of it felt all that convenient to me! Regarding reserves, you may not have seen this:
To summarise (and that roster is showing after the next fight, too), KG Klink’s Panzer Company started with five Pz I/IIs, ten Pz IIIs, and six Pz IVs. They finished with three Pz IIIs in action. Their infantry company started with 16 rifle squads, they finished with five still in action. It’s been a rough campaign…
Darby – Indeed, see above. And now you’ve almost guaranteed yourself becoming a replacement at some point, just have to figure out which project. Several years ago I (quasi-)famously played out around ten scenarios from the Team Yankee bank, which I called “Team Whiskey,” using various forum members’ names as the characters. With almost every single one of them becoming KIA… 😉
Whirlwind John – One aspect of how it happens is the rules themselves, which don’t allow you to do everything you want to do each turn. The other is that I try to play that the units only know what they could actually know, not see the entire field the way we players do, so they make their decisions based on that I even throw in a bit of personality for certain commanders, which might have them act more boldly, which helps to expose those flanks and rear areas. Also tends to win them medals when it works out, though 😉
Willz – Thanks, I appreciate it!
Jack27/08/2019 at 01:13 #120723
Didn’t I die stepping on a landmine ???27/08/2019 at 02:33 #120726
That would be too kind. I probably had you get shot in the ass while running away 😉
I remember that you were a mech infantry company commander, and you’re one attack was roughly handled by the Soviets.
Jack27/08/2019 at 02:37 #120727
At least it was a none vital wound.27/08/2019 at 03:33 #120728
It became infected, and even a gluteal amputation was unable to save you from the rancid, festering rot!
Jack27/08/2019 at 07:22 #120733
LOL. Looking forward to your Coral Seas AAR’s and didn’t you read that Wildcat pilots found out you never Dogfight a Zero alone always have a wingman!!!27/08/2019 at 14:14 #120763
Yeah, I know, but I’m not ‘simulating’ anything, I’m playing dogfights.
Jack27/08/2019 at 21:45 #120772
ThuseldParticipant29/08/2019 at 00:47 #120839
Yeah, I’m not one for armor-only games, either, but they can be fun every now and again, and sometimes they are necessary in terms of moving the campaign along. One more, coming right up.
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