Jumbo's Lead The Way
So after a break of far too many years I dusted off my Flames of War hat and took on Allan's well blooded panzergrenadier company.
The Forces
- German
- 3 x PanzerGrenadier platoons
- 1 x Engineer platoon
- 2 x 88mm guns
- 3 x Tiger tanks
- 2 x Quad AA halftracks
- 1 x Battery of 4 x 105mm howitzers
- US
- 2 x M4A3 Shermans 76mm (HQ)
- 2 x platoons each of
- 1 x Sherman Jumbo
- 2 x M4A3 Sherman 76mm
- 2 x M4A3 Sherman
- Priority air support with close support upgrade
The Battlefield
The battlefield was fairly open, the Germans enjoying some good broken ground while I had a couple of hills to hide behind. We deployed as below:
The Battle
Taking turn one, I sent both platoons surging 6" across the hill to make use of stabilizers but also get within the crucial 16" range. I knew those 88's and Tigers would have to be taken out if I stood any chance. I deployed right opposite them as their 40" range meant deploying away from them left me vulnerable to side armour hits. Straddling the hill I let rip with ten main guns and 30 VMG shots.
Despite being concealed and dug in, this was just enough to knock both 88mm guns out. So far so good, but three excellent Tiger tanks remained. Two P-47's came screaming in but were driven off by the AA trucks.
The Tigers returned fire, but their two hits were both allocated to the Jumbos and their front armour over 16" range meant no harm could come to the platoons. The 105mm artillery joined in, ranging in on the first attempt and knocking out an M4A3 and a Jumbo! That AT rating of 4 is far better than I remember. Meanwhile Panzergrenadier platoon 3 quietly made its way through the town towards my objective.
I sent both platoons forward and left to engage the tigers, while my HQ tanks moved right to squirt the advancing infantry. The Tigers and Shermans duelled for a few turns as the Jumbo deflected hits and eventually the 76mm Shermans knocked two of them out, the third Tiger breaking off and racing for Berlin. Meanwhile my HQ tanks were not making much headway against the excellent 3+ infantry save. The blinking artillery claimed another two Shermans.
Fearing I was going to claim the objective with the Tigers gone, Allan raced platoon 2 towards the objective alongside platoon 3. Platoon 2 moved at the double, and my HQ tanks emerged from the hills and couldn't resist lighting them up. Them moving at the double granted me 20 VMG shots which was enough to break the platoon and send them running. Platoon 3 was broken next as the HQ tanks turned their VMG's on them.
Last turn and the game still a draw, I sent Platoon 1 with it's four remaining tanks into Platoon 1. The panzerfausts missed and my tanks killed two bases. The Panzergrenadiers rallied and charged in, their panzerfausts hitting the mark and killing two Shermans. My platoon broke and ran for the hills.
The game ended in a draw, which was a fair result as it swung either way each turn. The 105mm guns were a huge problem for me. Having only 12 tanks I found didn't leave me enough to press an advantage once I'd made the gap. Having used the old Market Garden lists before, I found the upgrades in Blood, Guts and Glory make a massive difference to the ability of a Sherman company, the Jumbo's are incredibly useful and the 76mm mean Tigers have a real reason to stay hidden.
Great game, I look forward to more Flames of War goodness.