December 18 PM
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"Breaking Contact in the Center"

German 18 PM Comments Allied 18 PM Comments
Ger18PM.jpg (313709 bytes)My 18PM Move has been sent. My big push is towards Trois Ponts, Parker's Crossroads, and the region in between. As always, the emphasis is on inflicting casualties. I'll have one more turn before the 82nd and 101st paratroopers make their presence felt in a big way. Obviously, I too am a fan of the delaying of a south edge para unit. Defending against the offboard unit is mandatory lest the German find himself in the embarassing position of having a large number 7th Army units OOS because the Para is loose in the rear! The US dilema is how long to delay. (BTW: John's defense in the South has been particularly effective - by remaining 'in contact' with Brandenberger he is able to defend in less depth since there is no reserve movement threat.)

I enjoyed reading Randy's commentary on our philosophical differences. He gambles on offense but plays an extremely conservative defense. I, on the other hand, think I'm very conservative on both offense and defense. Like Randy stated, I'm not sure what offensive approach is right but my game with Steve L. last year has 'scarred' me to some degree as it seemed I always was getting ENG results at 2-1 & 3-1 odds! Anyway, I understand the idea that getting one or two random good results is just as effective as one high odds attack. In terms of inflicting casualties, it's probably even better but I just can't stand the idea of fighting the same battle twice when US reinforcements are pouring on.

PS: The US paras are onboard in our game but 15+ hexes to the West and I don't think the payoff was worth it to try to catch them on the screen shots

 

US18PM.jpg (343641 bytes)Tom continues to press in the center, but killed only one unit this time. (I allocated artillery to reduce the odds against the other unit likely to die, which was the reduced infantry south of Trois Pont, so that Tom had a 50% chance of a step loss, which he did not get).

My move backs up some more, still trying to avoid allowing a D2 or better to surround other defenders. This requires careful attention to terrain and avoiding the temptation to line up units in every other hex. I also took a shot at a German infantry in contact with my defenders, as it was a no risk ploy. Didn't work as the 5-1 (-1) failed to reduce the unit.

My effort to avoid losing units has conceded several river positions at the Ourthe, which means that I am forgoing the chance to attempt to blow up the Ourthe bridge at 2722

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German Combat Notes:

My attacks did not fare so well. I got a surrounded US armor in Trois Ponts to surrender but the one hex retreat really was annoying. The D4 against the 9CCA was useful in that it really makes it difficult for the US to guard that river line.

1. 6-2=4 D2. 112r to 2113

2. 1-2= -1. 1D1. 9CCBr elim

3. 6-1=5. FF. Reduce 1/16

4. 4-2=2. D4. 9CCA to La Roche

5. 4-1=3. D3. 4/8/22 to 2834.

Moderator Comments:

Bodenplatte is definitely a "two edged sword." Unless the Yanks are sitting really pretty, I consider it a good idea to place both Allied air units on Interdiction for the 18AM turn as the sequence of play prevents them from being removed from the game board.

Post German 18PM Comments - Having broken the Ourthe River line, this is a good time for Tom to decide what he wants to do about Bastogne. A serious attempt to take the fortified town will have to involve most of his 7th Army and 5th Panzer Army artillery and probably a full strength Panzer Division. The terrain between Trois Ponts and Werbomont really favors the defender, so I expect Tom to approach Werbomont from the southeast. Manhay may be pivotal. As stated in the First Edition Designer's Notes, artillery is the key to this game. John has to protect it, which he is, and Tom has to pick a few off, if at all possible. Otherwise, we're going to see a "stonk" or two when it comes to crossing the Meuse River. From an observer's perspective, I'm really curious to see what Tom has in store for the IISS Panzer Corps, particularly with the disappearance of the Army Boundary next turn.

Post Allied 18PM Comments - Here again, we have a difference in philosophy. As the Allied Player, I very reluctantly give ground, almost to the point of risking too many surrounds should the Germans get good die rolls. This method of play works well for the tournament scenario; I have found. However, it may not be appropriate for the campaign game. In the campaign game series replay against John, to be published by MMP, this cost me three artillery units by mid-game and made my job all the harder. So John may be right.

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