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Conclusion
Like
the first game I think I played a competent game overall, nothing brilliant,
with only a couple ‘obvious’ errors like operating the Stuart alone and the
initial attack on Hill 1 against unknown opposition. Again like the first it
wasn’t a ‘typical’ style of game for me either. Not sure why, but I never
analyzed Priest’s force this game like the last. After playing many CM
games, whether consciously or unconsciously, you seem to ‘know’ from what
has been shown what your opponent has left, ie the ‘cost’ of units when
purchasing. If I had been paying attention to that, I think I would have
attacked sooner and quicker on the right and center after seeing his large
armour group on the left flank. Regardless, things went my way there
anyways.
The one
decision open to debate, and one I am a little disappointed about going
unanswered, was whether the choice to reserve Task Force Drake to
attack up the center and eventually hook left, was a better one than using
the TF to reinforce Task Force Lewis directly. In retrospect I wish
Priest had conducted his main attack more skillfully, especially in using
his artillery, in order to proceed further with the game and explore more
in-depth the many ‘what-ifs’. It could have been much more interesting.
Priest’s only comments on the game were as follows:
”Now to answer
some of your questions:
Mainly I had a
couple of thoughts at setup. First I setup a recce group, which was
basically one security company and the 4 ACs, along with three MG 42 teams
and two 75mm PAK guns. I had what would be considered a "hold group" that
consisted of a rifle company, two Stugs, one Stuh, and two Hetzers. The
last group I had was my assault group of two company of rifle infantry, 10
Panzer IVs, and 5 Panthers. Then I had of course my artillery contingent, a
mix of 81mm mortars and 105mm guns. Initially my plan was to use my recce
screen for as long as possible. My push was going to always come on that
flank. My AC's were always supposed to be up front, my Stuh along with the
Hetzers were to provide a presence, something to make you think. All in all
the initial part went fine, I was more than willing to trade my holding
forces for time to get "around the bend" on my assault. The key was doing
so while still being a formidable presence and that did not work out. Also
your artillery barrage (the initial one) did not do much at all, it hit my
tanks but did not damage or cause any TC casualties, luckily my infantry had
already moved through the area for the most part. The later barrage caused
some but not as many casualties as you would have preferred me thinks.
Right now you are excelling at preventing me from "getting rolling" which is
what I do best.”
I think
there are a few things to be learned from this game, and the last one also.
To tie these two games together I will refer again to the thread that
started it all
Attack - what's harder? Defending or attacking?
There were quite a few ‘nuggets’ in that thread by different posters but to
keep it from being purely academic you need to see or experience it in
practice. All these factors, hardly exhaustive, are all inter-related and
important IMO.
Armour
focus/Armour ‘philosophy’
This is
the aspect that initially caught my eye when the discussion was pointed out
to me and the one I was most curious about. I felt the handling of armour
was one of my more weaker areas in CMBO and something that could use
improvement, which in turn led to the challenge and the playing of the two
games with Priest.
For
reference, in the first game as the Germans my force structure included 38%
armour (44% with the 20mm/75mm HTs), while Priest’s was 51% armour (54% with
the ACs) as British. In the second game as the Brits my force comprised 45%
armour while 54% armour (59% with the ACs) made up Priest’s German force.
Priest certainly went an armour heavy route and I compensated also,
especially in the second game, by selecting more than I usually do.
Priest’s stated philosophy was to form ‘combat groups’ with armour as the
core and to win the armour war by identifying the enemy, controlling/denying
positions, having the initiative and achieving local gun superiority. If the
enemy didn’t reveal their armour in reaction to his moves then he would
simply use his to attrit the enemy infantry. He consistently won the armour
battles by applying these principles.
I can
certainly agree with all of these principles except for forming combat
groups with armour as the core. It is still my opinion that an integrated
combined-arms approach will serve best; armour is a player but not the
dominant one.
Priest
expressed dissatisfaction in both games at his inability to ‘get rolling’.
Perhaps that was the key for him that worked in certain situations against
certain opponents but didn’t happen for him in our two games for reasons
seen in the AARs. My ‘bent’ has always been towards the adage “Find them,
fix them, destroy them then keep moving” which was unquestionably successful
here. For me the ‘get rolling’ stage occurs after I have dislocated
the enemy, not before.
In both
games I always felt I had the initiative and determined the battles to my
advantage re local gun superiority, and don’t think Priest ever had it,
though he probably felt otherwise while playing! Initiative is being one
step (or two) ahead of your opponent, planning and anticipating your enemy’s
moves and being ‘there’ ready. It is pressuring your opponent and having him
react instead of act, whether directly or indirectly.
I
consistently kept Priest off balance throughout AAR 1 right from the start,
even if it was him that was doing the majority of the ‘moving’. The
placement of the HMGs, the attack up Hill 1, the sudden appearance of Armour
Group 1, his attacks that hit nothing then simply sat ‘still’, all pressured
Priest and kept him one step behind. Priest could have regained the
initiative by assembling and attacking from Hill 1 after my own unsuccessful
attack but he lacked either the confidence or foresight to do so.
Priest’s attack down the left flank in
AAR 2 was in fact just a big gamble
in light of the deteriorating situation for him everywhere else on the map.
Every move his armour made was countered and eventually ended in its
destruction. The only place where I had lost the initiative was the
inconclusive fighting around the large VF in the valley but that remained
inconsequential throughout the remainder of the game. Even if Priest had
somehow broken through the left flank with a ‘viable’ force where would that
have left him? What would it have accomplished to further his ends in
determining the battle?
Intelligence of the enemy is key to any successful engagement and something
to actively obtain if necessary. IMO everything that occurs in a battle
hangs on this. If you don’t know what you are trying to ‘hit’ or even know
if you will ‘hit’ anything then what are you accomplishing? I think the
critical failure of Priest in both games was not having adequate
intelligence of my forces or intentions.
The
purpose of my attack up Hill 1 in
AAR
1 was partially to identify Priest’s tanks. If they were Churchills as I had
first recognized them to be, then that would have influenced the actions of
Armour Group 1 as I would have known without doubt I couldn’t engage at
range and would have to then either close the distance or work some flank
attacks. As it turned out they weren’t Churchills and I decided to commit
the armour from range at that point.
The
forward placement of the two HMGs in AAR 1 undoubtedly were ‘bait’ and
served their purpose of focusing Priest’s attention and drawing out his
forces in his two main attacks which revealed to me their identity and
location. It allowed me to plan and act accordingly.
In AAR
2 Priest had no idea about my force’s location, composition or intent, not
until after he had surrendered (!); whereas I had pretty good intelligence
throughout the battle by occupying *key* terrain and probing where required.
I based my actions (successful for the most part) on that. His attack up the
left flank with the bulk of his force was ‘seen’ early on and can only be
viewed as a throw of the dice; I couldn’t even call it ‘calculated risk’ as
he was completely in the dark as to what lay in wait there. Even if for some
unknown reason my left flank had been open, the early intel of Priest’s
intentions would have allowed me to respond in a timely manner.
I have
always attributed certain events in CM to ‘luck’ or perhaps fate is a better
word. There is no question in my mind it is a factor in deciding the outcome
of a battle. I think the evidence is there in every game to see, sometimes
it appears inconsequential but those little things shape the events to come.
It was certainly luck that the Reserve Armour Group in AAR 1 missed 8 shots
on the distant Firefly after getting the drop on it while it scored a ‘kill’
with its first shot. It was luck that allowed the Cromwell VI from TF
Vickers in AAR 2 to survive the faust hit; it was luck said Faust team
wasn’t quickly eliminated with a British squad parked right beside it! It
was lucky the TacAI popped smoke for the AFVs of Armour Group 2 in
AAR 1 as the Cromwells were outflanking them
and the Firefly had the drop on them from Hill 3.
Overall both
games were rewarding and challenging and a further learning experience in
CMBO. Compliments again to Winecape for the setting up and to Priest for an
enjoyable match and exchange.
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