This was another game at the club, but it was also a play-test for my Red Cavalry. We chose the Delaying Action scenario, with the Germans as attackers. As Jonas (my opponent for the day!) had just painted a Pz 38(t), I could expect armor support from the attacker. I did not have too much support and the field was quite open so I decided to not use any mounted sections. A bit boring - but this is apparently what you got when you persist in playing cavalry in a (fairly realistic) ww2 game! Expect dismounted action cavalrymen!
No fault with that, CoC is a infantry based game!
For support I took two extra sections to be able to defend the objective (the railroad water tower), a medic, and a couple of extra SMGs to have an edge in the close combat and short range fire fights that I expected in the woods. The light mortar are compulsory in early 41`. Since I expected there to be an enemy tank, I took a 45mm AT Gun to fight off the enemy armor.
I was about to experience the Germans taking two armored vehicles, a Pz 38(t) and a Sd Kfz 222 armored car. My lone light AT gun would have lot of work to do!
The build up of the German attack. Armour along the road (this is CoC you know!) in the centre and an infantry attack on my right flank.
The centre of resistance. A platoon of dismounted cavalry and a medic backed up by a light mortar.
Armoured doom!!! I couldn't (or didn't want to) expose my only anti-tank asset, the 45mm AT Gun, to two German AFVs and their infantry. Instead I tried to lure the panzer into the wood and deploy it there. Or scare the panzer off with imaginary satchel-charges...
My opponent did not care about my thoughts about armor vulnerability and attacked with great audacity. It was fast as well, flat-out closes the distances quickly indeed!
The anatomy of a tank attack and the subsequent retreat. The black dice are smoke markers from a fire in the house (random event), which screened me from fire from the Sd Kfz 222 and some German infantry! Great! But I could not shoot at them either...
I decided to deploy my AT Gun further back. Or I was forced to, as my Jump-Off Point in the central wood was over-run by the Panzer 38(t), and a missed shot in the wood would easily lead to a run over AT Gun, I needed more than one chance to shoot if possible.
Here I got a flank shot, and the Sd Kfz 222 could not respond immediately! Something I was happy about as this gun had to take out both German vehicles! I had severe angst in the deployment (in time and place) of my 45mm gun.
Disaster struck! I needed 5 on two dice to hit... but rolled 4 at this critical moment.
The panzer opens fire and kills several crew members. The commander then realize that maybe he could just - drive it over?
My second shot missed due to a lot of Shock on the ATG.
The subsequent loss of my only AT asset made me give up this game, I had two armored vehicles against me and nothing that could take them out. I had evidently had too high hopes for my lone AT Gun!
Lessons from sixth game
German notes: This game made it pretty obvious that tanks are just innately superior for their points in early/mid war: the moment when I realized that I'd be better off just going full speed ahead with the (comparatively crappy) Pz. 38(t) was telling. The smaller sections of the cavalry platoon also hurt a bit here, as the Germans can put out more shots, but my attack had kind of stalled a bit when my vehicles just broke through and broke the Soviet forces. I didn't even need the 222 to mop up, even though it could have given the coup de grace in case the Soviet AT gun or a satchel charge managed to stop the Pz. 38(t). /Jonas
(Jonas, I did not have any satchel! Thanks for the comment)
Not so much hurrah this time! /Shirty