PP5: Today we Take Hyères!
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Balance: N/A
Excitement: N/A
Balance: Even
Excitement: Very High
Attraction: No comments provided
Once again the German player is the defender and, as any good defender, he whines to regiment HQ that his forces are too thin to carry his orders. True, on paper, he only has a company of sailors with no street-fighting experience and a handful of veterans. But they are supported by a battery of heavy FlaK, numerous light AA guns, mortars and a plethora of automatic weapons. Moreover, his order are flexible. He may elect to stubbornly defend the ground he occupies or decide to run before the French player catches up with him. For his part, the French attacker has a combat group comprising nearly two companies largely made up of veterans and supported by a heterogeneous mobile group of a dozen vehicles (light tanks, halftracks and TD). For the French player, orders are clear. Liberate the national territory and catch as many non-volunteer workers as possible to help in the rebuilding of the national patrimony. In summary, if you are clever and obstinate or, if you are clever and cowardly, take the Germans. To play the French requires that you be courageous, well organized, aggressive and audacious.
French Disadvantages: Limited time, German strategy to guess.
Above all, do not fall for the tricks of the "laughing hyena of Hyères". In approaching this battle, you must display prowess in the use of your support forces and aggressiveness in the use of your fast units. This is not an easy task. Not only are you facing a terrible tank trap, you must step right into it to have any chance of winning. Start by not making any decisions. Install the bulk of your armor in the middle, on map 22. Send light recon groups on maps 20 and 18. Pay close attention to the enemy Turn One response. Then decide on your plan. Regardless, prepare to eventually install your MMG team in building 22H4 and your mortars on the map 18 heights. If you think the enemy will stand fast, prepare a methodical and sustained attack along map 22 with the goal beiing the capture of building 22X7. Use a massive and coordinated combined arms assault. Meanwhile, set up a minimal interdiction force on map 20. Shift your attacking force over to map 20. Use the woods to cover the approach. You must allocate at least 4 turns to this second attack to develop and reach its objectives. If you think the enemy will run away, launch a massive attack on turn 2 and 3 with all your mechanized forces. Follow the axis of the Map 22 gully, between building 22X7 and the level 2 hills of board 18. Support this attack with MG and mortar fire to neutralize any German guns that drop HIP. Also place fire on any Germans in building 22X7. Your infantry should advance under cover along the same axis. At that point, storm the heights of map 18 with your vehicles while the infantry takes on building 22X7. Finally push onward to cut the fleeing enemy to pieces. Remember that a violent but well coordinated attack will usually be less costly to the attacker than a series of timid attacks, which allow enough time for the defender to fire his last cartridge. And don't forget that your tanks are meant to save the lives of your infantry, not the reverse, dammit!
German Disadvantages: Poor-quality troops (ELR 2).
Should you elect to stay, you will be faced whith a clear case of an elastic defense in depth. On map 20, install a weak delaying screen in front of the starting French positions. Set up the bulk of your company from hexrow K and beyond, on a solid defensive line to protect your heavy weapons which interdict the main thoroughfares. Do not forsake map 22 in your attempt to reinforce map 20. It would only help the French player outflank your main defensive line and actually save him some time. Stubbornly defend building 20X7 with your veterans. This building not only anchors your defense on map 20, but the French player will want to gain possession of it to outflank your positions. The French player will recognize that capturing building 20C7 will be very difficult without 20X7. Place your 88s up to protect you flanks and support building 22X7. Finally, use your PSK teams to set up ambushes deeply along the frontal axis. You can also bluff your opponent by setting up as if you intended to leave the map, only to quickly move back on prepared positions. This can work if it induces the enemy to adopt the wrong tactic and can cost him time. But beware, it is a risky game. If your opponent quickly sends his armor deep on map 20, all will be lost. So, if you elect to stay, the battle will be a long and painful one, but you do like pain, no? Should you elect to leave, you will face the cruel task of picking who will run away and who will stay behind to cover the departure. This is really a question of allocation of forces. It will take 3 to 5 squads, as well as all the heavy weapons and "?", to adequately cover the retreat. The handful of veterans troops at your disposal is the optimal choice for this assignment. Strengthened by the heavy weapons, they should make an effective obstacle to the French attempts to cut off the retreat. Equip them lavishly with machine guns and with PSK. Pray for their souls because they will have to engage a horde of frustrated and screaming Gaul's. Set up along the edge of map 20. Stack with the leaders and be ready to run for it. Cover them with the 20L guns and the mortars and install a solid defense in building 20X7. Set up PSK teams to block the approaches. Your battery of 88s must absolutely set up on the heights of map 18 (at least two guns on the hilltops and maybe one below to cover the 18R8-Y10 axis). Should the former run fast and the latter fire fast (ROF and IF are a must), the battle will be short-lived. Play it, and have as much fun as I had...
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FireGroup '97 tournament ratings:

Playing time : 8 hrs
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Introduction
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Free French side
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German side
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Conclusion
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