| Overlord
2010 -
Campaign AAR |
Overlord After Action Report
Part I: Recap of the day
The player Roster:
German Festung Commander Ron Winkler
Festung company Mike Pfanensteil
Fallshirmjaeger company St.Mere-Eglise Tom Burgess
Grenadier company St.Marie Dumont Tim White
Reserve Ost company at the crossroads John Fortune
82nd Airborne landing at St.Mere Eglise Mike Pike
82nd Airborne landing near St.Marie Dumont Fred Mottern
Utah beach assault TareGreen Mike Updike, Doc Walker
H-Hour: The Airborne attacks on St.Mere Eglise and St.Marie
Dumont
Elements of the 82nd Airborne division landed near St.Mere
Eglise and moved to attack the town in the predawn hours.
Assembling rapidly after their landing, the main force
pushed into contact with elements of the 6th Fallshirmjaeger
regiment. The in town fighting was sharp with the objective
contested until the German forces were forced to withdraw
shortly after dawn.
Several miles away, another company of the 82nd, scattered
off their dropping zone in the night, launched a probe
into St.Marie Dumont, and skirmished with the German
grenadiers garrisoned there. The engagement continued
through out the morning, with neither side gaining an
advantage.
H-Hour: Landing at Tare Green beach
At dawn two companies from the 4th Division landed on
Utah beach proper, storming ashore in the face if intense
German defensive fire. Fleet support fire was largely
ineffective against the heavy German fortifications,
and after several hours of fighting the assault troops
were largely pinned on the beach, many of the DD tanks
laned in support burning, and casualties mounting up
rapidly.
H-Hour: Landing at Uncle Red beach
Landing on the eastern sector beach was far more uneventful
than the main effort and found units coming ashore against
relatively light resistance. Heavy flooding of the grounds
immediately behind the beach, however, made advance from
the beach almost impossible. Reconaissence units from
the beach began a slow advance into the flooded countryside
along the Douvre river estuary.
H+3: Airborne actions
Having taken St.Mere Eglise, the US troops dug in for
the expected German counter attack, that was not long
in coming. Summoning up the festung reserve grenadier
company and training tanks from the nearby school, the
grenadiers and the fallshirmjaegers attacked St.Mere
Eglise to dislodge them from the town and drive the paratroopers
back toward the beach. Stubborn resistance by the paratroopers
thwarted this action, and held the key crossroads throughout
the afternoon.
Meanwhile, St.Marie Dumont was becoming a hotter fight
as the US paratroopers pushed against the stubborn grenadier
defenders. The fighting became bitter, short ranged and
hand to hand, with the German grenadiers grudgingly yielding
the town after several hours of fighting.
On Tare Green beach the Navy provided another warship
for close fire support and more assault troops were pushed
onto the beach, some rescheduled from Uncle Red and all
the reserves in an attempt to force the very heavily
fortified German troops out of their bunkers and trenches.
This effort continued throughout the afternoon with US
casualties mounting for no great gains. As late afternoon
approached, it was decided to launch an allout attack
from Uncle Red over the exit 2 zone causeways and into
the crossroads in an attempt to link with the airborne
forces and isolate the garrison on Tare Green beach.
H+7: Push toward St.Mare Eglise through the crossroads
4th Division rifle company teams supported by 82nd Airborne
forces pushed into the area between St.Marie Dumont and
St.Mere Eglise in an attempt to expand the beachhead
from Uncle Red beach. German grenadiers from the reserve,
freshly arrived in the invasion zone, were rushed into
action alongside elements of the 352nd Division to stop
the US linkup attempt. Fighting a skillful delaying action,
the German forces delayed the American assault long enough
to see the end of the first day in France.
H+7: Push on exit 2 to isolate Tare Green beach and
open the beach exits
Rifle companies from the 4th Division linked with more
82nd Airborne units and pressed into the flooded French
countryside. Opposing them were the shattered grenadiers
from St. Marie Dumont and the 6th Fallshirmjaegers. The
American troops moved forward in a quick attack against
the German infantry only to be met by a withering hail
of machine gun fire and be stopped cold. The German troops
were well supported with heavy mortars and the Junkerschule
Renault R35 light tanks as the battle in the boggy dunes
stopped the last US push of the day to connect the two
crossroad towns with the invasion beaches.
H+16: End of the day
With the sunset both sides, exhausted from the days
fighting settled down to patrol and regroup. The festung
units behind the Westwal had held many of their positions,
critically stopping the vital US landing on Tare Green
beach while grudgingly giving up the Uncle Red beach
and its flooded lands near the Douvre River. The US paratroopers
were still fighting on their own for the most part, and
various kampfgruppen were between them and the supplies
landing on Uncle Red beach. The key crossroads towns
of St.Mere Eglise and St.Marie Dumont were in US hands,
but hundreds of US troops were dead and wounded on Tare
Green beach, and the plucky defenders of the beach were
showing no signs of leaving their bunkers. Another Anzio
was building up on the Normandy coast, and the Allied
High command was evaluating their options….
Part II: Lessons Learned
One of the nice things of a wargame is that you can
make changes to history. This campaign was no exception.
During the playtesting of the system, several changes
were enacted to insure the game would have adequate balance.
One of them was going to prove to be too much of a benefit
to the defending beachhead troops, while other options
would prove to be a bit too rare in occurrence.
Allowing the German player to add a second, reinforcing
company to either the beach or one of the two key towns
was a good idea. Letting the defending beach company
deploy in full on the beach, however, was not a good
idea. This allowed for twice the expected firepower as
the US troops came ashore. In a future replay, this will
be changed to allow the grenadier company to arrive in
support, but the original scenario rule of ½ the
beach garrison on the table will also be adhered to.
Giving the US a free NGFS was an adequate move, even
though this increased their net landing strength by 250
points. Given the general poor performance of this option,
it is unlikely any player would waste his base points
to get this fire support option.
Allowing the US teams to come in as rifle teams was
not a bad option but it did deprive them of the specialist
assault troops with their mix of weapons. The ‘up
to six’ assault platoons vs. the three rifle platoons,
weapons platoons, and light antitank guns of a rifle
company might have had some impact on the assault, but
the smaller size of these units might also have led to
more being broken and destroyed faster.
Allowing each of the US assaulting companies to have
a supporting DD tank platoon was a good idea, even if
the 88 picked them off like ducks on a pond.
It would appear that more use of smoke could have benefited
the US attack forces.
In the interim between session 1 and 2, and session
2 and 3, the rolls for supports did not net a lot of
support. This will be revisited, as the only way to get
support units is to have this routine provide them. One
support element, when it is a small and largely ineffective
type unit, isn’t doing much more than prolonging
the agony. While no one wants to see a full stug III
battery as a single choice, a slightly increased chance
of supports is suggested.
The drop of 200 points for a loss is too excessive.
In the future, players will keep what they have remaining,
and roll on a survivors table for destroyed teams and
platoons to recover some of their losses between battles.
This will also induce a more equitable and player controlled
mechanism; if you are losing the fight, disengage, regroup,
and return to the fight as soon as you can.
This campaign was based around the events on Utah beach,
due to the large number of players with either Airborne
or Fallshirmjaeger companies. As such, no real penalties
were imposed on the German players regarding their fortifications
on Utah beaches. Historically there were minimal defences
in place, a few bunkers, virtually no wire or minefields,
and heavy reliance on flooded areas and garrisoned crossroads
towns to contain the invaders. If Utah beach is the object
of another Normandy campaign, defences will likely be
player deployed but reduced in number, with emphasis
on bunkers and small entrenchments around key positions
as opposed to the well designed Atlanticwall that the
US team faced today. Kudo’s to the German player
for finding a way to contain the US troops with minimal
losses for very clever play and skillful use of the system.
Part III: Photos of the action
Tare Green, from the sea side, setup H-Hour
St.Mere Eglise, H-Hour seen from the west as the fallshirmjaegers
start to deploy.
St.Marie Dumont, showing the grenadiers sitting in
the rubble after B26’s bombed the town the day
before, H-Hour.
Tare Green beach H Hour, the landing s begin…
St.Mere Eglise, the fallshirmjaegers move out…H-Hour
St.Marie Dumont, the grenadiers still hold the square,
but the US paratroopers are closing in from all sides.
Carnage on Tare Green : H-Hour
Tare Green beach, the German front trench line that was
to give the landing forces so much trouble throughout
the day.
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