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This next AAR is one from John Tiller’s Panzer Campaigns series and the title is France 1940. At the moment it is the only one that I own
and it has provided plenty of wargamey goodness. Remember this is a
wargame designed to replace face to face gaming when you cannot find an
opponent so the graphics will not be flashy but its the meat of the game
John Tiller has been doing this series of games since he left Talonsoft back in 1999 or so and went on to start this series with
Smolensk ‘41 and that game got him a lot of critical acclaim. Not only
are the games deep but they provide a huge amount of gameplay since you
can fight an entire campaign or several small battles.
Since I just got the series started (yes I am behind 10 years) I started with small scenarios, printed out the rulebook and tried to get my head around how to play the game.
My first AAR is a famous occurrence in WW2 and that is the German assault and surprise capture of Fort Eben-Emael.
This fort was taken early on May 10, 1940 through the use of German gliders of the 7th Flieger which landed on the roof and blew their way into the fort.
My last attempt to play this scenario ended in a draw, my FIRST one ended in a Allied victory so I was getting better at the game. In this
attempt I was determined to use my crack Wermacht units to hit the enemy
hard, isolate them and push on toward the victory point towns. The
initial setup looks like as seen below, with the Germans moving in from
RIGHT to left.
I divided up my plans by sectors this time around. 1, 2, and 3. I use the color coding turned on so I know which HQ’s command which units.
Turn 1 I jumped right out and moved forward to attack and surround the
enemy units and quickly bypass them. Since the game was only 7 turns I
had to move fast.
At the end of Turn 1 the German gliders dropped in and unloaded, and I quickly made moved to assault the
disrupted Belgian troops. You can see in the shot below where the
troops landed on the map
In turn 2 I assault Eben-Emael and take it easily and then I notice that the town of Maastricht is wide
open and not defended. I move one of the glider dropped units straight
NorthEast to take the town. There in the town is a Belgian HQ unit
defending a supply point. You can see this in the screen below:
Meanwhile further east two of my panzer units break through and streak toward a 100 point objective. All totaled this is about 68 panzers I send toward that area.
In turn 3 I surround and isolate many enemy units in Holland and prepare to push forward to link up with the panzers that I sent ahead.
It was important to not let my panzers become stranded or out of supply
since they were the vanguard of my thrust. I surround, isolate and then
later in turn 4 assault the units and open a corridor into Holland.
By turn 6 I was using my panzers with great skill, driving deep into enemy territory and then following
up with the infantry to isolate and fire then assault disrupted enemy
units. By the end of turn 6 I had a nice corridor open into Holland was
able to bypass enemy Zones of Control and go deep into their territory
to capture these 100 and 250 point objectives I could not do the first
few times I had played the game. Speed was key and I would not stop this
time like I did before. I guarded my flanks with smaller infantry units
but pushed through with my more powerful troops and armor.
Units race ahead and attack the Belgian HQ in Maastricht but are unable to force it out of its heavily
defended hex. Although their situation is hopeless, the Belgians refuse
to surrender. As the game nears an end, I have cleared most of Holland
and linked up with the glider units as well as isolated Maastricht and
pushed the majority enemy units aside and solidified a nice lane through
which to move the majority of the German army.
MINOR GERMAN VICTORY AT 1065 POINTS