Location: Delaware Freezer Company
Players: Phil Gardocki, Leichte Panzerkompanie (attacker)
Jessie, Leichte Panzerkompanie (defender)
Game: Flames of War 1500 points
This was my Leichte Panzerkompanie’s first outing, and my first FOW tournament.
Mission: Fighting Withdrawal
Another Air Support roll intercepted. No problem, as my 3 dice was now down to his 4. My right flank took a full ROF against a stationary, but concealed, target causing a triple bail from which his crew abandoned the vehicle. On my left, my Panzer II Platoon halted, and also dumped 15 main gun shots and 5 MG shots into his advanced armor, causing no direct kills but numerous “double bails”. The bunched up Leichte Platoon around the pond advanced and spread out, and with the covering fire of 4 Pz III’s dumped 1 20mm shot, 12 37mm shots and 12 MG shots into the fray also causing no direct hits, but many “double bails.” Several tanks and an armored car were abandoned as a result.
In again came his Stukas, and with the benefit of Schwerpunkt, he got all three, allowing him to reroll misses. But the targets were spread out, and the “ranging in” rolls were poor, and they caused no harm. Of his forces in the field, many of his tanks failed to unbail, and his return fire was much reduced, and also caused no harm. On the right flank, he realized that my Leichte Platoon was not going to tangle with him, and he double-timed his Pz II Platoon from my right to left, while his Leichte Platoon shifted to take up positions behind the town but with firing lanes into the left side of the table.
Right Flank. Taking advantage of his pull out, I moved my tanks into the open, to just within range of one of his tanks but their firing was ineffective.
Left Flank. The Pz II Platoon, still not moving, placed their full ROF into the single remaining armored car. This was way overkill, but I wanted to make sure that the recon unit was destroyed. My Pz III’s advanced to continue the work on his Leichte Platoon, which, as was the pattern for this game, received no direct kills, but lots of double bails. The Recon unit was destroyed, and the Leichte Platoon failed morale, leaving only the 1IC with a burning wreck of a Pz II for company.
Once again I made a beginner mistake. To spread out, I placed one of my advancing Pz III’s on knoll, a prime target of opportunity for an ambushing unit in the woods. Which of course, Jessie took full advantage of. Only lucky die rolls prevented the destruction of that tank, and half of my best unit was rendered “Combat Ineffective.”
Turn 3, note the “fool on the hill” by the hand, and the 3 Pz III’s in the woods looking at it.
My Stukas arrived, but failed to hit any targets. With three of defending platoons gone, I only needed one more to force a company morale check. I focused my efforts on his remaining Recon Section hiding behind a building. My two unbailed Pz III’s along with some of parts of my two Leichte Platoons fired, but the main guns muffed their shots, and the MG’s shots, though numerous, (14), none hit anything vulnerable. This was mainly a feint, as my Pz II’s started their engines, and moved to within 4” of the objective. Firing at the 1IC on the way in, causing another double bail which he passed.
Patience is a virtue on the attack. Stay spaced at all times. A few extra shots now do not matter if you lose a tank or two in the process.
Always be cognizant of your opponents ambushes. They will appear at your least convenience. If I am going to play armor, then I will always be facing ambushes.