PP8: A Little bit Closer to Heaven
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Analysis author:
TREVOR EDWARDS![]()
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Introduction ![]()
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A hill familiar to any ASL veteran must again be taken. Elite Free French units with armour support must fight through mines and battle uphill to take an extensive trench system. The defenders are few at first but more are on the way. The German set up is crucial, as it must allow for movement to allow meet attacks from two directions. The Free French must plan their assault carefully, different units must be at the right spot at the right time to properly support each other or they will fail.
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Free French side ![]()
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French Advantages: High quality and large numbers of infantry units; armoured mobility; Attack from two sides.
French Disadvantages: Thin skins on AFVs; Uphill battle across open hillside; Time.
These Free French (FF) infantry units are not only elite and well led, but also armed to the teeth with SW. Added to this, a third of the force are both Assault Engineers and Sappers, and these guys are infantry SMOKE machines. This is one of the best French infantry units in the entire game system. The tanks are amongst the fastest in the game and are difficult to hit, especially on the move. To enhance this fast armoured force is the 10-2 A.L. who can bestow some of his benefits on other vehicles under the right circumstances. All in all a potent force.
The German AT gun's TK# of 13 is a major threat to the tanks and, before they can begin to roam freely it must be found and neutralized. The uphill nature of the battle will lead to CX counters going on in the APh when moving up into the woods (which will afford your only cover until you can get into the trench lines). The FF probably cannot beat the German reinforcements to the top of the hill and so they may find the fight too hard as the scenario end game begins. They need to get there before all the German reinforcements do in order to have a fighting chance.
Free French Attack:
First, you must decide where you will enter the board. The North edge is much further away from the VC hexes than is the east edge. Attacking from the north edge of the board does have its attractions though, and spreading the defender thin is the greatest of these. There are good spots to put kill stacks the buildings in D4, D6 andD1, but they are out of normal range of the hill top hex J4 for your squads.
If attacking from the NW you need to work towards getting into the woods around H8. The level 2 hill area around F7 makes a solid kill zone for the defender. Getting to the battle this way mean not coming to grips with the enemy before turn 3. The German reinforcements will allready be arriving by that time, and it is likely best, except from perhaps a small flanking force, to ignore this axis of advance completely. You may feel however, that a larger force would be able to threaten the approach route of the German reinforcements, the NW side of the hill itself and, ultimately, lead to some of those German forces being diverted to deal with this threat. If this leaves the hilltop less defended, then it may turn out to be worth it. The ultimate use of the NW attack route would be to send a force into the trees around the building/woods hex in I9 to work in conjunction with tanks that you may have sent around the German's left flank and onto the west side of the hill. His reinforcements would then have to fight to get up the hill a tall!
Approaching from the NE will get you to the F2 and F3 hexes on turn 2. But there is still a lot of open hillside to cover between there and the nearest VC hexes. Building a large FG from this area, as well as providing a stepping off point for an assault, will prove difficult.
Meanwhile, approaching from the east board edge means that you are already very close to the VC hexes and your superior firepower will come into its own as your 6-4-8s will get within range. You have some woods on the hillside to provide cover as well. These can, however, be difficult to move through since Germans units set up immediately behind them are out of LOS from the ground level.
An attack in force from the east has obvious advantages but it is definitely worth spreading the overall attack out. Split the Turn 1 forces into two small groups. One will probably have to make do without a leader. Enter these on the NW and NE corner. The Turn 2 infantry should then enter along the east edge in support. Using this approach will hopefully keep some Germans pinned down at the north end of hill 621 trying to keep the smaller groups from getting too close too soon. These Germans may soon be subject to encirclement and inability to rout if you can bring fire on them from your main attack as well as from the NW corner entering force.
The first order of business will be to find and get through any minefield the Germans may have laid in your path. You should consider deploying as many squads as possible to begin with and use them to scout out the routes you will use during the attack. Try to get a feel for the strengths of the minefields by watching the roll your opponent makes and comparing these to the 6, 8 and12 IFT columns. Knowing the strengths will help you gauge the likely numbers of the mined hexes. Familiarize yourself with the mine clearance rules (B24.74) before play. Be aware of the -2 clearance DRM per Sapper HS.
The open hillside presents good fields of fire for the defender and the lower levels will most likely be mined. Trying to cross mined hexes in OG and LOS of the enemy is deadly. What you really want to create is a portion of the battlefield where you can use superior fire from your main force to control the area directly in front of you and then clear the mines. Ideally, this takes place out of the LOS of the enemy. You will need to do this in more than one place. Expect to have to breach the defense at least two points from the Eastern approach to be able effectively assault the wide VC area.
Consider carefully the wooded area in the center of the eastern assault area. You can double time a HS into M3 and L2 (or discover the inevitable enemy mines and first firing defending units on the way) on turn 1. The wooden building in M1 makes a good fire base for a kill stack. From there, you should be able to clear the woods across the road. You will also be able to place fire on any hill hexes which have LOS to L1, M2 and N2. These hexes are prime places to force the German positions. You'll be ready to start to clearing mones from these hexes on turn 2. Another FG can be built in the trees to either side of the building where the lower TEM precludes stacking. Expect mines in the woods on the hillside themselves. This may be true on both the eastern slopes and the approaches in the I7 area of the NW. If attacking from the East, you will have to assault-move/advance units into the woods hexes in L2 and M3 (not yet cleared of any mines) in order to do battle with any German units set up in hexes N3, M4 and L3. These are hexes that which your ground level FG cannot see. This avenue of approach is going to be tough as you cannot assault move uphill into those woods (unless moving with a leader). Also routing from a mined hex (as would be compulsory if you did find yourself broken and ADJACENT to an enemy in the RtPh) is always a risky. To aid this assault, have the 6-4-8 squads throw smoke into the tree line first and hope your 8ML will carry the day. Otherwise have 6-4-8's(or a HS) move in while declaring a clearance attempt. The German cannot afford to have too much of his resources here because he is already spread so thin.
Next you will need to decide how to use your tanks. You must make this analysis before the game begins. This is important because they must work in conjunction with the infantry to have any chance of success. You may just use them for close infantry support and armored assault. Alternately you may use VBM "freeze" to aid the infantry advance. Maybe driving for the enemy rear areas to get behind and encircle them, deny rout, or even get into position to interdict the German reinforcements. Remember that a tank that successfully moves through a mined hex without being immobilized leaves a trail break that infantry can cross without fear of minefield attack (B28.61). Tanks moving through an AP mine filed are only likely to be immobilized one in 36 times they suffer a roll on the IFT, since a KIA is the only thing they fear. Don't forget riders to move infantry forward in a hurry. Despite the US versions of the tank being inferior to the "Stuarts" in the British OB where SMOKE is concerned (these vehicles have no sD), there is always the crew smoke grenade available. Finally, don't forget that simply parking a tank between the defending Germans and your onrushing infantry will bestow TEM and/or a hindrances.
One thing to remember is that the 50L AT gun is a major threat and it could easily eliminate two or more tanks in a single player turn. Make sure you do not end a Player Turn in a position such that more than one vehicle would be in any potential hex's CA. As mentioned earlier, flushing this gun out and breaking the crew early with infantry FP will be an important step. Although you will almost inevitably lose a tank to this gun at some point, you really should strive to conserve them for the later part of the game.
It was when play testing scenarios from the Provence pack that the advantages of the Stuart series over its more common cousin, the M4 Sherman, came to light, most especially at this time in WWII. Size matters in all TH DR but it really matters when the firer is using a PF! A Stuart is less likely to be hit than a Sherman is by two spots on the dice. OK, it has worse armor, but that is irrelevant when talking about fighting German SCW because their TK numbers are so high that a hit is always a dead tank, barring a dud. Keep it moving and a Stuart gets very difficult to hit indeed. A squad in an ADJACENT hex needs to get lucky to land one on target. With a total TH DRM of +3, only an Original TH DR £ 5 will yield a hit. This means that you can close in, stop, let loose with your MG (halved and doubled) and move away again, all the time being +3 to hit. Remember that a German unit needs final PF Availability dr £ 3 to be able to fire a PF at all. Once that AT gun is out of the way, use your tanks to get into and behind the enemy lines. End the turn in Motion but in a position that can lead to some encirclement or (best of all) failure to rout.
The PSKs demand respect due to the guaranteed shot that the Germans have from them. But they too start to struggle to land a round on target against a moving Stuart from ranges of two hexes ore more. If you can identify the PSK toting Germans, stay an extra hex or two away. Best of all, make his chances of landing a hit the same as disabling the PSK. This may give the German pause.
SSR 4 is very interesting. Given the power of this armor leader you may want your tanks CE. But consider three things: The first is that the MA of the Stuart is of such low caliber that the need to secure a hit is questionable: A lowly 4FP IFT attack is all result from a 37mm round. Second, the AAMG is only 2FP. Third, the enemy SAN is 6. One of the easiest way to lose an AFV is to a sniper! My advice is to stay BU unless you are amongst friendly troops who can draw that sniper fire. Use CE sparingly until the endgame.
Towards the end of the game, use the assault fire capabilities of your 6-4-8 squads to move close and still fire effectively. Don't forget that smoke! Once you get into the trench lines, these guys can really press home the attack. If these 6-4-8 were deployed earlier in the game (to help clear mines, etc.), recombine them ASAP! Don't forget that the FT does not need a 6-4-8 to tote it around. Give it to an 8-0 if you are well on top of your Rallying or, if not, consider giving to a 2-4-8 HS.
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Your biggest challenge at the game end will be the thinly spread VC hexes, all of which must be controlled for a win. You may decide to take and establish control of these from one end and to move along, holding your early conquests against counterattack. The other option is to advance in a broad front against them all as the game ends. I would strongly recommend that you attack the trench line with at least one more turn remaining if this latter approach is your plan. You should hold a platoon or more in reserve to move to and take any hexes where the initial assault has failed on the last turn. This gives you a turn to adjust to lucky defender CC.
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German side ![]()
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German Advantages: High ROF AT weapon; Mines; Trench system; Height advantage.
German Disadvantages: Small number of initial defenders; Easily flanked.
It is obvious from the outset that the fortifications will be important to your defence. You can mine as many as 8 hexes. These hexes, in combination with the high number of Trench counters, offer myriad possibilities for defensive set up. As long as that AT gun remains manned by a Good Order crew and most especially whilst it remains a HIP threat - you can severely limit the freedom of movement of the enemy armour. Holding the high ground will prove invaluable since you can hide behind the hill when you don't want to be seen and it is much easier to rout uphill away from an enemy below you as HA negates interdiction.
Just six German squads will be facing eighteen, better quality, better led FF ones by the end of Turn 2. These enemies will be attacking on two sides. Your biggest problem will come if you have enemy units on three sides as you cannot skulk or rout properly and you'll be encircled as soon as the enemy can manage it.
German Defense:
The defensive set up should be layered. Placement of the AT gun, the main defense force of infantry, your infantry reserves, the mines and finally the trench system are crucial questions that must be answered. None will be effective without the others. Regardless of your approach, the defense will be built around the AT gun, the MMG with the 8-1 leader, and the PSK.
The AT gun is probably the most important weapon in the defensive arsenal and placement will be crucial. Unfortunately, you only have one of these and the terrain means that you can not see all the avenues of attack. Add to this the fact that that the hilltop hexes you would most like to be in (because of the LOS they afford) contain no concealment terrain, and you can see that you have a major headache. First, decide whether you wish to forgo the threat that a HIP AT Gun is going to pose in order to get a good LOS. You can set up Emplaced anywhere on the board HIP , but, if it is not Emplaced in Concealment Terrain, it must be placed on board under a concealment counter as soon as the enemy has LOS to its Location. However, you are not required to setup HIP (even if Emplaced) and this is where your OB given Dummies may possibly be of some use. Since you can exchange 1/2" for 5/8" concealment counters, you can make a Dummy Gun position by using two 5/8" and one 1/2" Dummy counter. If you do decide to set up the gun on the exposed hilltop, create a couple of dummy stacks to soak off some of the firepower.
Should you choose to place the AT gun on the hilltop you are still left with many possible positions. There is something to be said for all of them, to some degree, and each has flaws. N5 can see a lot of the NW area, but it cannot see much to the southeast. O5 has a commanding view of the eastern slopes, but is going to be seen by (and therefore shot by) any FF infantry entering from that side. While J4 can see a lot of hexes, it is so isolated that it will be very vulnerable to flanking fire and will quickly be surrounded. Any of the hexes along the M5 - P4 ridge offer the Gun's crew the opportunity to "skulk" by dropping out of sight during MPh only to advance back into the hex during the APh. There is a one in six chance that the crew won't pick up the gun in the RPh of course, but not being shot at would be the best choice.
Consider carefully N6. From here, the Gun can see all but one of the VC hexes and will guard against any Stuarts that manage to get behind the hill. It will almost certainly still be in play at game end - an added bonus. M4 could give any FF infantry advancing up the hill through the woods a nasty shock. If they end up ADJACENT, in a boresighted hex, the woods will not be much cover. With a total TH FRM of -3 (-4 if ther are not using assault movement), you will obtain a CH on an Origina TH DR it £ 6 (£ 7 if not using assault movement). A limited LOS also curses this hex elsewhere. R8 is ideal if you expect your opponent to come around your left flank with one or more tanks to make it hard on your reinforcements.
If you are setting the Gun up in a quieter spot, one more aspect must be considered. Should the Gun be above or below a Trench? Should it even be in the same hex as a Trench at all? Since an Emplaced Gun receives a +2 TEM, placing the gun under a Trench counter does little other than preventing you from moving it - ever. Though one advantage is that a Gun under a Trench counter will prove more resistant to OVR. Skulking can become more difficult if the "exit" hex can be seen by some of the enemy. Review the F8.6 rules (and example) concerning moving to/from trenches while changing elevations. These rules can save the lives of many German units.
After the AT Gun, the next most potent weapon is the MMG and the 8-1 leader. Not great leadership and not a HMG, but the best you have. Deciding where to put this is a little easier since the hilltops should present them with their best fields of fire. I would rule out J4 and K5. The good field of fire from here comes at the cost of easily being surrounded. These hexes will need to be defended, but this MG/leader combo must hold out until your reinforcements arrive. That leaves the main ridge as the best place for them.
The rest of the infantry will need to set up carefully to support these two crucial positions. The balance between that part of the force which sets up on the hill, that part which sets up at the base off the hill is a fine one. The final choice must place sufficient force to prevent an easy approach by the FF in the early stages while also forming a sufficient reserve. Certainly, all the MGs and the MTR go on the hill as they will be the best able to utilize the available field of fire. Avoid K5 as the cliffs make it difficult to get out of that hex if attacked from more than one side. Q6 is similarly dangerous since you can't rout over a cliff! You need to cover all avenues to begin with so I think you will need a 4-6-7 with a LMG in J4, but it should be ready to fall back as soon a in jeopardy of being surrounded. Consider placing units such that they can reposition to Level 2 and conduct a reverse slope defense. For example, a squad in P4 can see all the crucial second level hexes on that hillside, but LOS to it from below is very limited. J5 may well become important, especially since it can hit the two northern-most VC hexes with PBF. Even consider hexes like Q4 and L3 as bottlenecks that the FF will have to get past if they commit to those routes.
You will need to put a squad up in the NW. His task is to make the OG approach skirting the trees a hazardous affair(just pray you don't cower). G9 is a good choice for this. F3 should have Dummies, or a squad if you can spare it. Some counters in L2 and M3 may draw fire while H6 is also a good spot. There are more good hexes for the defenders than there are units. In each case, consider how easily the position can be isolated or surrounded. The initial German force must hold out until the reinforcements arrive.
The reserve is the last problem with respect to units. Not all players play with one and they will set up all of their defenders in place ready to fight from Turn 1. I think that this situation calls for a small one, specifically the 7-0, a HS and the PSK. You can move this SCW across the back of the hillside to get to any point threatened by the French armor. The PSK hit more readily than does a PF and the MMC firing it is not pestered by the Availability dr. The leader form this reserve can move as needed to a rally point as the battle progresses. P6 is a good initial hex for this reserve.
The trench and mine systems should ideally interact and interlock for best effect. They should also integrate with the placement of your main weaponry. However, you do have a very large area to defend (made worse by the SSR 2 prohibition against placing mines above the lowest hill levels) and you soon run out of mines during setup, While placing the mines and trenches, remember a couple of rules. The first from the Q &A:
B27.54, B28.41, F8.6 & SSR RB6 If a trench hex contains mines, does movement to/from an adjacent trench without first exiting the trench ignore the mines?
A. Yes. {93b}
This means that you can mine a hex and yet use Trenches to move into and out of it. Again, SSR 2 limits the mine set up so the places which this may prove useful are few. For example, to limit FF movement through the woods hexes S3, R3 and Q4 you could have Trenches in Q4 and P4 and also mine Q4. This would allow you to move away and back (or reinforce Q4) free of minefield attack. Other potential spots for this tactic are I7, J6 and L3.
The second rule of particular note is B27.55: A fully-tracked vehicle entering a Trench hex is subject to Bog. By placing only three Trench counters you can make it very difficult for the FF to get a tank to the West of the main ridge on the hill without at least having to either undergo a bog check, or expose itself to an AT Gun set up in N6. Hexes V4, R6 and I4 are good because the hexes either side cannot be bypassed (examine the I6/I7, U4/V4 and S6/S7hexsides). If the French AFV maneuver through the woods to reach J7, have the PSK ready to nail him. If you do place Trench counters to restrict the Stuarts' movements then you need to back the threat up by having an MMC (or a Dummy stack) nearby. This will threaten bogged AFV with a PF and/or an easy CC kill. Be wary of placing Trenches in front of the ridge to slow down the tanks. These will offer cover for oncoming FF infantry sooner or later. One exception to this would be P4, which I have already described as a neat hex for an infantry unit. The 50mm MTR is not usually up to much. You should set it up so you can see woods hexes where you can take advantage of airburst effects.
Skulking will be important for the German infantry. Set up trenches along the ridge for them to occupy, but also have some Trenches immediately behind. This will allow movement directly from one Trench to the other. Come back up to the ridge in the APh. Here is where a thorough review of F8.6 can come in handy. Seems basic enough but you can also skulk forwards form a trench in O5 and P5 to get into P4 yet remain out of LOS of most ground units. There are never enough trenches, but you can still set up an impressive network.
AP mines can be set up in strengths of 6, 8 and 12. Examining these AP mines' AT capability, we see that the strength of the minefield makes no difference with respect to vehicles. It will take an original 2 DR to have any effect at all, regardless of which column (6, 8, or 12) is used. Thus:
a) Relying on the mines to stop the tanks is folly and
b) You may as well spread them thinly as possible.
Considering the effect on the FF infantry we must respect their 8ML. A 6FP IFT mine attack will yield an NMC or better most of the time. But an 8ML unit will pass a 1MC with only a pin or no effect most of the time. So you have to decide whether you'll need to put 8FP or 12 FP minefields anywhere. Consider this: 8 factors in I7, M3 and I3. You can still put another four other 6FP minefields elsewhere.
There is tactical doctrine that tells you that you should cover your minefields with withering firepower. Well, that is all well and good, but you may also consider using them to make it difficult for the FF to travel through those areas where you cannot set up units to see. I would put mines in E2 and F3, for example, if I had no real units in F2 and F3. Any FF units approaching from that side can then choose to move through the mines or through OG hexes that can be seen from atop the hill. L1 and M2are also candidates. You may find that mines in R1 and S1 make you more comfortable against flanking, but expect a tank to leave a trail break there in the first couple of turns, thus allowing FF infantry to pass through (albeit at increased risk).
An example set up, tying in many of the features I have discussed looks like this: 8 FP minefields: M3, I3 and I7; 6 FP minefields: R1, S1, L1 and M2; Trench counters: V4, R6, P4, P5, O5, O6, N5, M4, M4, J5, J6 and I7; 2-2-8/AT Gun (CA M7/M6, boresighted on J5)): N6; 8-1, 4-6-7/MMG (boresighted on R1): O4; 4-6-7/LMG: J4 and P5; 2-3-7/MTR (boresighted on O1): N5; 4-4-7: G9 and F3; 7-0, 2-3-7PSK: P6; ?x2:, M3, N3, U5, H6, I3 and S3.

After you have placed your extra concealment counters, don't forget to write down your fortification positions and then take them all off the board. No reason why your opponent should see your Trench locations whilst deciding where to attack! He'll find them soon enough.
Once you are in your second player turn, you will know where the FF have decided to commit the major part of their force and you will be able to shift your infantry in reaction. Move the PSK to cover the approach of any tanks. Don't fire in your player turn if you are likely to take high volumes of return fire unless your target is more important than the firing units. Skulk like mad. As the game progresses, try and fall back into a perimeter around the VC hexes. A perimeter into which you can feed your reinforcements as they arrive.
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Conclusion ![]()
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The Germans are spread thinly amongst their fortifications. Not knowing where they will face the main French attack, they must be ready to shift position to face an assault from two sides. The French arrive in multiple groups and bring their superior firepower to bear on the German positions from the front whilst also trying to get behind the hill. Volunteers scout for minefields. More French arrive with mine clearing equipment and the skill to use them. Light tanks sprint about the battlefield, trying to get around the flank to cut off the reinforcements that intelligence tells them will come to the aid of the defenders. Their crews use their manoeuvrability to good advantage but each man's face shows fear and their ears strain to hear for the crack of anti tank fire which can split their thin armour open with ease. The assault on the hill now sees the French elite slogging up the hill trying to reach grenade range of the trenches on top of the hill. Will they get there before the German reinforcements bolster the defenders, making the assault impossible?
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