Showing posts with label PSC. Show all posts
Showing posts with label PSC. Show all posts

Thursday, 27 June 2019

Another CoC AAR

A few weeks ago, the club had an all day session. In the morning I played Saga: AoM, as reported here. In the afternoon, I played a game of CoC, using my Peter Pig troops and PSC vehicles against Nigel. I wrote a scenario in advance and here are the briefings for the two sides;
British briefing

The British are pushing forwards from the town of Lambeek along the road toward the important rail junction at the town of Grolschbeek, some 5km distant. The countryside is flat and wooded with no buildings, except for a bombed sugar beet factory complex. The factory is in the centre of the table. Until now, resistance has been slight but aerial photographs have revealed a build-up of German forces in this area. The make-up of the German troop concentration is not known, so patrols are being sent forwards to test the defences.

As the British wish to push an armoured force along this road to capture the Grolschbeek junction, it is essential that better intelligence about the enemy defences is gathered. To this end, a platoon of Rifles has been sent to probe the ruined factory. Supporting the infantry is a recce section of three carriers and one M5 light tank, accompanied by an Intelligence Corps officer in a carrier

The force is;

Rifle platoon (dismounted from trucks which are off table) as described in the rulebook, i.e. HQ plus 3 sections

Recce section: 3 Universal carriers, 2 Bren teams, 1 2” mortar team, 1 junior leader

1 M5 Stuart light tank, 1 junior leader
Intelligence Corps observer (in a carrier). This officer activates as a junior leader on a 3 on a command dice. He must enter the factory area and remain there.

The British will have four patrol markers and may place three JOPs.

Objective:


Advance as far as the factory and neutralise any opposition. You are escorting an Intelligence Corps officer in a fourth carrier. He should be protected and allowed investigate the region. To simulate this, his carrier must enter the factory complex and remain there until the end of the game.

German briefing

Since being pushed out of Lambeek by British forces, Intelligence reports suspect that the next move will be to assault and capture the Grolschbeek railway junction. As reinforcements have been delayed by Allied air attacks, it is essential that British patrols do not discover that the town is currently only lightly-defended. Therefore, a number of forward defensive locations have been identified. One of these is the ruined sugarbeet processing factory on the Grolschbeek to Lambeek road. An augmented Zug of Grenadiers, supported by a machine gun section has been sent to occupy and hold the factory. The troops are carried in trucks but have dismounted short of the objective.

The force is;

Grenadier Zug as listed in the rulebook, except that each section leader has two Panzerfausts

One extra Grenadier section, led by a junior leader without any Panzerfausts

MMG section: two tripod-mounted MG42 MMGs (each carried in one unarmed SDKfz 251 halftrack) with a junior leader. This must deploy from the German table edge.

The Germans will have three patrol markers and may place three JOPs.

Objective:

Occupy and hold the sugar beet factory and prevent British patrols from advancing towards Grolschbeek.  

We rolled dice to see who would play which side. Nigel chose the British and I played as the Germans. Here is the table before the Patrol Phase. The Germans would enter from the far edge and the British from the nearer one.


A good Patrol Phase saw the Germans establishing a JOP just behind the bombed factory, from where troops were soon advancing to seize control if the buildings. 


More Germans deployed in the fields behind the factory. For me, getting boots on the ground quickly was essential to achieving my objective. 


However, the British were soon advancing tactically behind a 2" mortar smoke screen. 


I was worried about the speedy Carrier Recce Section and soon got my Panzerschreck team peppering it to good effect. The last thing I wanted were trigger-happy Bren teams driving around.


I got more troops into the factory complex, including my most important assets, the two tripod-mounted MG42s. They were my one big hope for keeping the British at bay.


However, the Brittish squaddies were getting close. I  used a CoC dice to end the turn and lift the smoke. Would this be enough to stop them getting any closer?



My section across the road continued to fire at the British in the big field surrounded by hedges, causing both shock and casualties, including the section leader. 


The British infantry in the smaller building were getting too close. Time to unleash the firepower.


First, I brewed up another carrier with my Panzerschreck.


Then I got the MG section targeting the infantry. I was gaining the upper hand. The British advanced into hand-to-hand combat, with predictable results. 


The remnants of the British section fled, leaving a dead section leader behind. British Force Morale was falling dangerously low. The Stuart light tank wasn't contributing anything. I decided to ignore it until it came closer.


Further exchanges of fire saw more British casualties, as I tightened my grip on the factory buildings. When British FM fell to 1, we called it a day. It was a win for the Germans.


I think that this could have gone either way, but a good patrol phase, plus a few double phases gave the Germans an early advantage from which they never really faltered. 

I think that I'd like to do a follow-up scenario, with the factory at one end of the table, with a similar German forces dug-in (without the extra rifle section (to account for casualties in this game) and defending, possibly with an anti-tank gun of some kind, and with the British attacking with some useful supports, probably a couple of decent tanks and maybe a Vickers MMG attached to the platoon HQ. I will have to work on this a bit. Victory conditions might be driving German FM down to zero, getting them out of the buildings or getting a tank off the table at the defending end.











Monday, 25 September 2017

Breakthrough in Normandy - an IABM AAR

I played a game of IABSM at the club yesterday against a potential new member, Steve who contacted me via the IABSM Facebook group. I created a scenario based upon Scenario No. 5,  Breakthrough in the IABSM rulebook.

The British need to advance along the only road towards the village of Ste Madeleine-sur-Fleuve. To do this, the main force has sent a relatively strong mobile scouting group down the road to probe the German defences and hopefully force a breakthrough. This forces consists of two troops of tanks (each with 3 x Cromwells and 1 x Sherman Vc and L2 BM), one section of carriers equipped with Vickers MMGs (L3 BM) and two rifle platoons (one in 4 half-tracks and one carried as tank riders, L2 BM). The HQ (L3 BM, L2 BM) for this force has an attached platoon of 4 x 3” mortars carried in 4 Loyd carriers and is carried in a half-track. Each rifle platoon has one member designated as a sniper.

Chips

British Armour 1
British Armour 2
British Platoon 1
British Platoon 2
British Support 1 (MG carriers)
British Support 2 (mortars)
British Sniper
British Big Men 1-7
Armoured Bonus

There is a German defence screen ahead of the village which has been ordered to stop the British advance, to allow time for the Germans to complete their  withdrawal towards the major town of Falaise to the south.

The German force consists of two Zugs of Panzergrenadiers (each with L2 BM), supported by 2 SdKfz 251 Stummel half-tracks with short 75mm howitzers (L2 BM) and two Marder III Ausf. M with 75mm Pak 40 a/t guns (L2BM) and a Zug of 3 x Panther tanks (L2 BM). The HQ  (L3 BM) for this force has a section of 3 x Panzerschrecks and 2 x MG42 teams. The Germans are dug-in behind some hastily-built field defences.

Chips

German Armour 1
German Platoon 1
German Platoon 2
German Anti-tank 1 (Marder IIIs)
German Support 1 (short 75mm halftracks)
German Support 2 (Panzerschrecks)
German Support 3 (separate MG42s)
German Big Men 1-6

Note that neither side has a chip for the HQ. This is because any HQ-attached elements have their own chips. In addition to the Tea Break chip, the bag contains two blank chips which act as a countdown. Once the blank has been drawn 12 times, the game ends.

We rolled a D6 to see who would be the British and who would be the Germans. I rolled higher and chose to play as the German commander.

The terrain is relatively flat with some hedges breaking up the ground, a couple of lines of bocage (marking the German deployment area) and a small wooded area from which the British troops will emerge. There is a small reservoir by the road and a walled potager at the German end of the table. The ploughed fields on the side of the road are designated as soft going (-1" on each movement dice). The temporary German field defences can be seen to the left of the reservoir and the right of the road.


The British advanced under blinds but two units were soon spotted by the defenders. These were one of the tank troops and the carriers armed with Vickers MMGs. These could fire on the move.


Most of the German defenders were hidden in the deployment area but there were a few units under blinds. One was spotted by the carriers and was exposed as a pair of Marders.


The British tanks opened fire, and one Marder was immediately knocked out by the troop Sherman Vc with the 17-pdr gun.


The second Marder would soon follow, leaving the road almost open for the British to drive hell-for-leather towards Ste Madeleine-sur-Fleuve


The Germans began to emerge from under their blinds, with the main threat being the weakened Zug of three Panthers.


The Panthers were soon in action and two Cromwells were hit, causing them to brew up. One was the tank with the troop commander.


One Panther was knocked out by the Sherman Vc in the tank troop as the 2" mortar with the platoon which had been riding on the tanks laying down smoke to obscure the British advance.


Realising the the British intended to use speed to get past the German defences, which had been across the table in the bocage, the first Panzergrenadier Zug began to advance across the open ground, secure in the knowledge that the British infantry in the ploughed field were pinned by 75mm howitzer fire from the Stummels. Elsewhere, the Panzerschrecks had destroyed two of the carriers, and damaged a third as the British continued their thrust along the road. There were two British units still under blinds. The Armour Bonus chip was helping the British move quickly.


The  rear tank troop engaged with the Panthers at short range, but without any luck. The Germans were more accurate and the remaining two British tanks were soon taken out by the long 75mm guns on the Panthers.



The Panzergrenadiers advanced on the British platoon pinned in the field and wiped them out. A Panzerfaust managed to damage one of the Cromwells in the other troop but couldn't prevent the Rifle platoon in the half-tracks (under a blind), the remaining two carriers and the tank troop from getting off the table, with the Panzerfaust and MG42 teams being wiped out by Vickers fire. However, the victory conditions were that four units with at least 50% of their original strength remaining should exit the table and this was no longer possible, so this game ended up as a victory for the German defenders.

This was an interesting game, not least because I had expected the British to advance on a wide front and deployed my two infantry Zugs in a line across the table. Steve, however had other ideas and went for a mad dash along the road. The only unit held back was the mortar platoon, who stayed unused under a blind at the back of the table. Steve was never able to use the firepower of the 3" mortars to suppress the German defence. 

What really mattered here was whose firepower was best and it turned out that the three Panthers were more than a match for the British tanks, excepting the destructive power of the 17-pdrs on the Shermans.

A couple of notes about the way I planned the scenario. 

First, I rolled a dice to see who would be attacking and who would defend. 1,2 or 3 was a German defence and 4,5 or 6 was a British defence. I rolled a 2, so the Germans were the defenders.

Then, I used a dice to select which tanks would be available for the Germans.

1-3 Panzer IV
4-5 Panther
6 Tiger I

Then I rolled again to see how strong the Zug would be. A full-strength Zug is five vehicles. The roll would be as follows;

1 or 2 - full strength
3 or 4 - one vehicle under strength
5 or 6 - two vehicles under strength

I then rolled a D6 to see if the anti-tank unit would be Stug IIIs, Marders or Pak 40-equipped SdKfz 251 half-tracks. I'd already decided that only two would be available. Clearly, Stugs would be the best choice here, but it wasn't to be.

Monday, 15 May 2017

PSC 15mm Universal Carriers

These were released by the Plastic Soldier Company fairly recently and I took advantage of the pre-release offer to buy nine models for the price of six. So, now I have nine Universal Carriers to make and paint. The Universal Carrier was produced in huge numbers and in several variants other than the basic Bren Carrier.

I started on a group of four with Vickers MMGs, which will work well with my 1944-45 British Rifle Company as a machine gun platoon for IABSM The remaining five will be made up as four standard carriers and one Wasp carrier, with a flamethrower. This will give me a three vehicle recce section and a carrier to act as an HQ vehicle, plus some scary support.

I will also be able to pick single carriers for use as support options in my 15mm Chain of Command project.

Anyway, here are the ones I've painted so far;


I've made them look pretty muddy, deliberately, because I rather like a weathered appearance to my vehicles.

They are pretty easy to put together, as are most PSC models and the sprues contain lots of options, so that you can make the basic carrier, two different flamethrower variants, an armoured observation post, a carrier with a 3" mortar (the mortar was stowed and had to be dismounted for action), machine gun versions with either the Vickers or a Browning 50 cal MG or a carrier equipped with a 2" mortar, which could be fired from the vehicle itself. So, lots of options, I think. 

This is a terrific addition to the PSC range of British and Commonwealth vehicles and is bound to end up in a lot of armies. With a change of figures, they would also be suitable for North Africa, because only NW European battledress ones are supplied with the kit.


Monday, 10 April 2017

A D Day scenario for the US Airborne - an AAR for IABSM

This scenario, played out by myself (Germans) and Kev (Americans) at the club last Sunday concerns a company of US Airborne troops dropped inland from Utah Beach as part of the D Day landings. C Company’s dropzone is in the region around La Forge, a small hamlet on the road west from Sainte-Marie-du-Mont. Unfortunately, the company’s three platoons have been dispersed and need to join up in La Forge and consolidate their position and prevent German troops from attacking the landing zone. 
 
Capt. Eugene O’Neill, commanding C Company has set up his Command Post in the hamlet and deployed Able platoon in defence. Baker and Charlie platoons are scattered around and are attempting to find their comrades. Capt. O'Neill has to hold on until troops from Utah Beach can reinforce him. These are represented by a platoon of M5A1 light tanks.

So far, the US troops haven't been attacked, but German forces moving towards Utah Beach have spotted the Americans and need to eject them before joining the forces opposing the seaborne landings.
 
US forces

HQ : (1 blind +1 dummy)
Capt Eugene O’Neill (L4)
Lt. Marvin Doolittle (L3)
2 x bazooka teams (2 men each)
2 x Browning 0.30 LMG (3 crew each)

Able Platoon: (2 blinds + 1 dummy)
Lt Doug Gatsby L3)
3 x sections(10 men)
1 bazooka team
1 60mm mortar (4 man team)

Baker Platoon:
Lt Steve Austin (L3)
3 x sections (10 men)
1 bazooka team
1 60mm mortar (4 man team)

Charlie Platoon:
Lt Harry Cooper ( L3)
3 x sections (10 men)
1 bazooka team
1 60mm mortar (4 man team)

Tank platoon (on the road, heading for the village)
5 x M5 light tanks
Lt Lou Reed (L2) 

German briefing

American parachute troops have landed and are all over the countryside. One group is in the vicinity of La Forge. A company of Panzergrenadiers with vehicles has been dispatched to round up the Americans and prevent them securing the roads. Because of the risk of attack by fighter-bombers against large columns moving on roads, the German forces will arrive in separate groups. Two Panzerjägers are available but will not arrive immediately.

German forces

Wave One (arrives when German blind chip is first drawn) 2 blinds plus 2 dummy
Oberleutnant Stefan Wurst (L4 Big Man)
3 MG42 MG teams (2 men each)
3 Panzerschreck teams (2 men each)
1 SdKfz 250/10 with 37mm PaK and 1 SdKfz 250/9 with 2cm cannon and MG42

Zug One - Feldwebel Otto Klein (L3 Big Man)
3 rifle squads (8 men each)
2 Panzerfausts
1 additional MG42 team

Wave Two (chip goes in the bag when German blind chip is next drawn) 2 blinds
Zug Two - Feldwebel Uwe Seeler (L3 Big Man)
3 rifle squads (8 men each)
2 Panzerfausts
1 additional MG42 team
2 x SdKfz 251/9 (75cm L24 howitzer)

Wave Three ( chip goes in the bag when German blind chip is drawn for the third time) 3 blinds
Zug Three - Feldwebel Hans Helder (L3 Big Man)
3 rifle squads (8 men each)
2 Panzerfausts
1 additional MG42 team
3 x SdKfz 250/9 with 2cm cannon and MG42

The German A/T chip goes in the bag with Wave Three

Panzerjäger Zug - Leutnant Georg Ritter (L3 Big Man)
2 x Marder III 75mm Pak 40


 La Forge - a sleepy Norman hamlet


The first US platoon arrives from this side of the village


The Germans will approach from this side


The Germans begin their advance under blinds, spotting the Airborne platoon in the paddock surrounded by hedges in the hamlet. On the right more German troops move to occupy the walled garden, again under blinds.


Having been spotted by the Americans in the village, the German Zug takes cover in the walled garden. This will prove to be a problem in the coming battle. 


Both sides exchange fire, no casualties are caused but both sides take some shock. The noise of the shooting is bound to attract other troops to the area. First to arrive is a second US airborne platoon, quickly followed by more Panzergrenadiers and some SdKfz recce halftracks. A couple of SdKFz 251 halftracks with short 75mm howitzers also arrive.


Things start hotting up as more fire is exchanged. So far, neither side has suffered many casualties, but shock is slowing things down. The Germans seem reluctant to advance and this allows the US Airborne to start consolidating their position when the final platoon arrives. This platoon takes up a defensive position behind the bocage lining the road to prevent the hamlet being outflanked by German infantry. The German SdKfz 251/22 with a 75mm Pak 40 near the walled garden opens fire on the hamlet but misses, and this brings an instant response from the US bazooka teams, who destroy the vehicle after a couple of shots. 





By now, all forces apart from the US tanks and the German Panzerjäger Zug are in action. Both sides are also taking casualties, mainly to heavy fire from the LMGs of both sides.


The platoon defending the hamlet is suffering from MG42 and howitzer fire as the Panzergrenadiers begin to advance across the open fields towards their enemy.


Realising that being stuck in the walled garden is pointless and unable to move along the road due to a US platoon behind the bocage, the German troops climb over the wall and begin to advance across the ploughed field towards the hamlet. A second Zug moves up in support.


However, time is running out because the US cavalry has arrived in the shape of five M5A1 tanks. Where are the Marder anti-tank guns when they are needed?



The M5s immediately open fire with machine guns on the Panzergrenadiers caught in the open, inflicting both shock and casualties. The much-needed Panzerschreck teams seem paralysed with fear and are stuck in the middle of nowhere, unable to do anything useful. 



A section of Panzergrenadiers eliminates the US LMGs in the hamlet and advances over the wall towards the houses, causing the US commander to beat a hasty retreat. 

There is still no sign of the Marders, who must have fallen foul of the Allies elsewhere in the area, and the machine guns of the American tanks are decimating the Panzergrenadiers caught in the open in the ploughed field. Elsewhere on the battlefield, the third American platoon defending the road behind the bocage, has destroyed a whole section of Panzergrenadiers and pinned another in the open. Oberleutnant Wurst, the German commander is forced to admit that his assault has bogged down and reluctantly decides to beat a hasty retreat before the US tanks destroy his complete company.
 
We had to call a halt at this point because we had run out of time, but I think that my position (i.e. the German one) was decidedly weak. My infantry were taking a pounding from the tank machine guns and I doubt that my SdKfz 250 halftracks would have stood much of a chance against the fairly weedy 37mm guns of the M5s. I am assuming that their 20mm guns would have been pretty ineffectual against the slightly tougher armour of the US tanks. I really needed those Marders and it was a huge mistake to get the 75mm SdKfz 251 involved early on because it would always have been vulnerable to bazooka fire.

Getting a whole platoon of Germans boxed into the walled garden was a mistake too, especially as an American platoon pitched up almost immediately on the other side of the road, effectively blocking the exit.

Another thought-provoking game, with the victor's crown going to Kev's American Airborne troops.









Monday, 3 April 2017

Attack Through The Bocage - an AAR for IABSM

This game was played out at Lincombe Barn on Sunday 2nd April. The Americans were commanded by Chris and I was leading the Germans.

The AAR covers a fictional scenario representing an action between American forces attempting to break out from the Cotentin peninsula and clear a path southwards towards St Lô and the German defenders attempting to contain them in the weeks immediately after the initial landings.

US briefing

Capt. Travis Perkins, commanding A Company has been ordered to secure the road south from Ste Eulalie-en-Bocage to allow the passage of armour and guns towards the main objective south-east towards St Lô. The company has suffered some casualties since the landings at Utah Beach but morale is good. The Weapons Platoon has been detached and is not available for this operation, however a single platoon of M4 tanks is available. These are fresh from training and have not seen combat previously. The armour has a morale level of 3 but from lack of combat experience have the potential to be cautious. To represent this the Hesitant card will be present in the game deck but will only affect the tanks on their next activation or on the next activation of the tank Big Man. The infantry will be unaffected by Hesitant.

All the American troops are rated as Regular.

The company consists of;

HQ - Capt. Travis Perkins (L3 Big Man)
Sgt Enrico Fermi (L2 Big Man)
2 .30mm MG teams (4 crew each)
1 M3 halftrack with .30 MG and 2 crew

Platoon One - Lt Ernie "Brick" Wall (L3 Big Man)
3 rifle squads (10 men each)
1 bazooka team (2 men)

Platoon Two - Lt Roscoe P. Coltrane (L2 Big Man)
3 rifle squads (10 men each)
1 bazooka team (2 men)

Platoon Three - Sgt Cooter Davenport (L2 Big Man)
3 rifle squads (10 men each)

Tank platoon - Lt Ricky Reeves (L2 Big Man)
5 x 75mm M4 Sherman tanks

The Americans have one dummy blind

Recce teams report that German troops are active in the area and that armour is likely to be present. The ground is flat but criss-crossed with bocage hedges. A shallow but wide drainage ditch runs alongside the main road for part of its length before turning off across a field which is muddy and counts as broken terrain. The ditch can be forded by infantry but should be counted as a major obstacle. There is a bridge over this ditch that is suitable for light vehicles only. Vehicles cannot cross the ditch. There are two lanes running at right angles from the main road. At the far end of the road there is a walled farm on some raised ground, with a couple of outbuildings, surrounded by an orchard enclosed by a fence. Northwards beyond the orchard is a field of corn.

The bocage hedges are a major obstacle and take one action for infantry to get through. Tanks will take one action to break through and count as broken terrain to cross once a breach has been made.

Capt. Perkins must secure the road by clearing any defenders from the area and take the farmhouse. However, the terrain is difficult and every hedge or obstacle should be treated as a potential hiding place for enemy troops.


German briefing

It is imperative that the American advance towards St Lô is halted. Reconnaissance has indicated that the Americans intend to push down along this road to outflank our troops to the north-west of the town. Although our resources are stretched, Oberleutnant Hans Knopfel has been sent to guard the road with a weakened company of Panzergrenadiers. These are rated as Regular.

Oberleutnant Knopfel has also been provided with some armour, but not much, few vehicles can be spared. They are, however, rated as Veteran. Their commander Leutnant Heinz Scribner is a Tank Ace.

His forces consist of;

HQ - Oberleutnant Hans Knopfel (L4 Big Man)
Obergefreiter Stefan Schtupp (L1 Big Man)
4 MG42 MG teams (2 men each)
2 Panzerschreck teams (2 men each)
1 SdKfz 250/9 with 2cm cannon and MG42
1 SdKfz 251 with MG42 and 2 crew

Zug One - Feldwebel Ewald Schmidt (L3 Big Man)
3 rifle squads (8 men each)
2 Panzerfausts

Zug Two - Unterfeldwebel Fritz Blick (L2 Big Man)
3 rifle squads (8 men each)
1 Panzerfaust

Panzer Zug -  Leutnant Heinz Scribner (L3 Big Man)
3 x Stug III Ausf. G 75mm
1 x PzKfw IV Ausf. H 75mm

The Germans have two dummy blinds

Oberleutnant Knopfel's orders are to prevent the Americans from advancing down the road and to cause maximum casualties.

The game opened with the Americans advancing through the bocage under blinds. Because of the nature of the terrain attempts at spotting were difficult. The non-arrival of the German Blinds chip didn't help matters much either.

Before long, American M4 tanks had crashed through the bocage (presumably aided by Culin Hedgecutters, and were confronted by a single Zug of Panzergrenadiers. Despite the explosion of one tank from a short range hit from a Panzerfaust, the M4s opened up with a devastating salvo of HE shells which soon caused significant casualties and much shock, suppressing the German troops and soon forcing the survivors to withdraw.




At the same time, US infantry began to advance across the ploughed fields, to be met with a devastating hail of fire from MG42s in the roof of the farmhouse and also closer along the fence around the orchard.


Unfortunately for the Germans, the German Blinds chip (also the chips for the German armour and second Panzergrenadier Zug) refused to emerge from the bag for a number of rounds. Only the endless rain of bullets from the MG42s was keeping the Americans pinned, together with the Hesitant chip preventing the tanks from advancing any further. Finally, in a bloody bout of close combat around the fence, the German defenders were eliminated. However, more MG42 fire from the farm forced the Americans to withdraw in shock with heavy losses. All this time Capt. Perkins and the third American platoon remained behind the bocage, seemingly unwilling to advance into the cauldron of fire.


Eventually though, the Germans to the west of the main road started to move and soon the accurate 75mm fire of the veteran Panzer troops started to knock out the US M4s.


The arrival of fresh German infantry and the loss of their supporting armour seemed to cause a weakening of resolve among the previously confident Amis.



With Panzerschreck teams making their way through the orchard and a devastating series of bursts of MG fire from both the farmhouse and the advancing PzKfw IV, the remaining Americans realised that the tide had turned and began to pull back, leaving many dead and three brewed-up tanks behind.

So, a pretty tense and exciting encounter. From a German perspective, the early stages of the battle were dismal, mainly because of the non-appearance of most German chips from the bag. In fact, the chip for the L4 Big Man, Oberleutnant Hans Knopfel didn't come out at all (neither did that for his US counterpart Capt. Travis Perkins either), but the German L1 Big Man, Obergefreiter Stefan Schtupp's chip emerged frequently enough for him to activate the MG42s in the farmhouse, which pretty much stopped the US advance until the Panzers and the second Zug of Panzergrenadiers finally got moving. From that point on, the balance shifted decisively towards the defenders and the Americans pretty much had to retreat.