Scouts Out (A109)

By Robert Delwood
(c) 1997, Wayward Publications

[German Strategies] [American Strategies] [Designer Responses!]

Described as a 'classic bridge crossing' this is a fun scenario for both sides. Clearly, the Americans have the burden in this one. they must cross open ground, cross a choke point that is the bridge and capture buildings all under fierce sniping. To do this they have plentiful support weapons , mediocre leadership and the topper, plentiful mediocre AFVs.

German Strategies
The Germans set on not only on board but virtually anywhere on board. The small force on the American side of the river, poses an interesting problem for both players. The Germans might be tempted to use them early and get a shot or two at the AFVs. The problem with exposing them like this, is once the Americans know where they are, the cadre is doomed. A more disciplined player might wait and use them in the middle of end game. The idea is to have the Americans commit to an attack and then release these forces. That means, placing them somewhere out of harms way for the moment. If you consider using them like this, a very good location on the near side of the hill, out of the building and off the high level. This is the least likely spot for the Americans to enter. Remember, the Americans are on a very restrictive time table and can not afford to search routes that are out of their way. The building is an obvious location and if any units enter along this route, the building will be occupied for sure. Likewise, the third level of the hill is a prime location for a nest of HMGs. While that location will be occupied, it is less certain that adjacent locations will be search; even less likely to be probed is two hexes away.

After the Americans have committed to an attack, and are relying on the HMGs as part of that attack, release these forces and attack. While attacking a HMG nest is hardly enviable, it will distract their attack. Even if not going after the heavy weapons, flanking around the hill and getting to the central road threatens the bridge assault. It risks routing American troops and to cover this, the Americans will have to pull something back. These forces are a perfect example of units whose mere presence are a weapon enough. In fact, even if they never see combat, their presence in a LOS is disruptive enough. For this reason, it is important to hold these units back for several turns.

The main force is across the river. Quite frankly, they have a lot to be thankful of. There are several prime locations. the building at the end of the road across from the bridge. It is very difficult for the attackers to get any real shot on it. Need I mention concealment and fire lanes? The high terrain on the German left needs to be considered. A HMG in the first level building on the one level hill, gives an attack on the entire open area before the bridge. Remembering if you can shoot a lot of units, a lot of units can shoot back, deploy a squad into half squads and keep a leader and a unit on the ground level of the building. As one unit routs, the other advances up. Hold this position as long as possible. Once smoke starts covering the hex, move out and pick an alternate location. The building by the bridge is too obvious and could draw fire, expecting a unit to be there. Other locations to consider is the woods on the river's edge and orchards on the other side of the bridge. Play a shell game with three units and always have one getting concealment. By diluting the incoming fire, you can minimize the awesome strength the Americans have. Once across, the game becomes a free for all and both sides need to react as needed. The Germans get reinforcements at that point; what more do they need?

American Strategies
With superior fire power, superior low morale troops and superior inferior armor, the Americans have a lot to resign themselves to. The key is to get all that firepower in a small area and blast your way through. So much for the obvious. How to do this? The attack avenues are limiting. I choose to attack from slightly right of center. Since the Americans can not really attack in such a way that the terrain would end up blocking half the Germans, the next best idea would be to flood one area. While left of the road offers, good closed terrain, including a stone wall a few hexes from the bridge itself, it would also take longer and likewise, restrict my fire out. My AFVs and first turn units came in on the extreme right board edge. The infantry cleared the building and the AFVs rushed forward. The S9 AFVs targeted the tall building where I suspected a MG and the other one the bridge itself. the other AFVs either targeted concealment counters and two were held back to protect the all the other AFVs. It is important to remain more then two hexes from concealment terrain. The idea was to start laying smoke as soon as possible, providing cover for the turn two reinforcements and for the AFVs to meet up in the middle for some serious bridge crossing assistance. Sounds viable but this is where the attack fell apart.

Take the sniper more seriously that I did. It activated several times during the game but managed to take out an AFV for recall. It might be worth you while to keep AFVs in pairs protecting the S9 tank. It matters most in the opening turns, thereafter the AFVs should be with the infantry. Use AFVs in three functions, First, of course, as a fire base. Their attack is not awesome, but slightly better protected than the infantry they form mobile fire bases. Move each one to acquire a specific target from the start. There is limited time to be moving around after the assault really begins. Second, use them as cover. Either as LOS hindrances, negating that awful -1 FFMO or with Armor Assault once they get to the bridge. Third, as lead assault weapon. They are the only tools capable of crossing the bridge initially. Do not count on the six morale infantry making across alone. The first tank across will be toasted but ironically, it will provide better cover the other troops.

The heavy weapons provide the real cover. Two HMGs, two MMGs and two mortars represent significant fire power. This is one of the few instances where I advocate stacking. Deploy two squads, each of the resulting half squads takes a weapon. Stack at least two, the HMGs, with a leader. If you feel lucky put additional MMGs in there. With the limited time, you have to get break results quickly. In this case, it is better to fire fewer but larger attacks to get that result. The extreme distance, will make it a MG duel, slightly favoring the Americans. Two prime locations for this fire group is in the woods to the right of the main road and on the hill top. Both locations offer excellent fields of fire. Once the front line is pushed back, dismantle them and run across the bridge quickly to set up again. The short game may prevent this second usage.

The mortars are a difficult case. They are large, require a MMC to operate (thus reducing the assault force) and the low fire power minimizes their usefulness. The fact they do not even have smoke completely removes any usefulness.. In fact, used capaciously they are effective German-sniper-generating devices. They are most effective against units in woods and consider that role for them. Once targets have disappeared, drop them and scoot. You will never use them again once the battle becomes fluid.

The assault itself is not going to be pretty. Hopefully the smoke, the incoming fire power and the Armor Assault should get a few units over. Most likely a third of the force will be just broken, a third recovering and moving back to the front and a third actually on the front line. It will take two turns but the lead units should advance into the open with troops behind them at the woods edge. by that time, the first AFVs should be somewhere in front of them providing cover. Ideally, the units should advance into the AFVs hex in preparation of the upcoming Armor Assault. If any do get across, the increases the chances for the others and move the game into the building control part of the scenario. Nevertheless, getting enough over will be tough. The first few across will be risky since they have limited rout abilities. However, keep them moving forward. Use infantry smoke carefully. It is tempting for the lead unit to use it assist the other units, but resist this. It exposes that unit to First Fire. The second troops into a location should use it. In this situation, while smoke is needed, the troops running across the open under fire really can not afford to throw it. Use AFV smoke to do so. Let the AFVs use their smoke pots and smoke grenades.

The timing of the assault dubious. Some scenario notes suggest it will be turn four before the Americans cross. I think this is optimistic. They enter on turn two. The MGs can not even reassemble until DF turn three and that is assuming they get into position in one movement phase (which is a case for using the woods to the right of the road, they can make it there in one turn). American turn three sees the first infantry at the edge of the woods. Turn four is the first time they units can think about going for the bridge. Remember this is the most direct route, up the middle road. Add a turn or two if the main body is coming from one of the board edges. Also add an extra turn if you are waiting for units to get adjacent to the wall to the left of the road. As you can see. time is against the Americans.

If an AFV MA Malfunctions, consider carefully before attempting to fix it. With equal chances of repair or disable, the Americans might lose an AFV due to recall. Even without a MA, the AFV will be cover, provide smoke capability and some MGs.

The Scenario Design Responses!
After reading my evaluation, Michael Licari, the scenario designer was either so impressed or agitated with my comments, he wrote.

Interesting review of Scouts Out. I'm glad you find it a fun scenario. I agree that the burdon is on the US player. Quite a bit to do in a relatively short period of time. When I designed it, it was even tougher on the US; playtesting eventually made some changes to help the US out: the addition of an AL, German reinforcements on Turn 4 instead of 3, the addition of a second turn-1 M3A1 HT and 666 squad. On the other hand, some other pro-German changes were made: MMG changed to HMG for those setting up south of the river; US SW entering dm instead of it being an option for the US side; 6 dummy markers

I agree that the US mortars are of limited value. If the opportunity is there to shoot at Germs in the woods, take it, but you'll probably need the HS's manning them elsewhere. I like your tactic of hiding the small german force north of the river to use them in mid-game. If there are live Germans on the north side of the river when the US makes it charge across the bridge, broken US troops often have no-where to rout to. As the Germans I usually held just a HS back for this task. The other guys go tank hunting. If you can knock out one of those 2 M8 HMC's, the US player is going to have a very rough time. The US can not win w/o those HMC's, although the AC's are usefull to kill that PzIII.

The US really does have to shoot for a Turn 4 crossing. If not, the German reinforcements will have too much time to get into position. The US has plenty of weapons. Don't forget the free Baz in each M3A1 HT and that errata to the vehicle notes allows you to remove both MG's from those things, giving you two more .50cals and two more MMGs. Those HT's usually turn out to be more usefull than the AC's. As the US, I'm not sure deploying is usefull until after across the bridge; you'll need the smoke grenades.

As the German, you're right by saying: if you can shoot at targets, they can shoot at you. Don't present targets for the US force while it's still north of the river. You can't win against their FP. The firelane right down the bridge is temping, but of course, expect that buiding to be pounded by the M8 HMC's and smoked too. Keep a couple of HS's in reserve to scoop up US-controlled buildings that are vacant, or at least as a threat to do so to pin some US squads down protecting VC buildings.

I designed this scenario to reflect the intense and bloody battle that happened, and I think the scenario works that way. The playings I've seen or done have been brutal for both sides.


As always, I encourage discussion. If you agree or disagree, feel free to write me.

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