Ardennes '44
Settling in, and how to win with the
Germans
This is about the 5th time I've played Ardennes
'44, and I've been pleased that it's been holding its own, even just playing the
6-turn version, which can be played in about 4-6 hours. The 8 turn scenario
might be a bit more interesting - the Germans might have an outside shot at
taking Bastogne, and so a few more options - but at the price of taking the
playing time over the magical 6-hour boundary beyond which it would be difficult
to finish in one sitting. Our games have generally been pretty close, although
the Americans have won more often.
So,
here are some of my thoughts on winning as the Germans, on a sector-by-sector
basis.
7th Army: Separated from the
rest of the offensive by the dense terrain between Ettelbruck and Wiltz, this
army operates more or less on its own. Obviously, you have to take Diekirch and
Ettelbruck. But you can also cause significant heartache to the Allies by
blocking some of those exit zones on the map edge, which will suck up numbers of
good-quality US reinforcements for virtually no purpose. If the US does not give
this sector enough attention, thinking it a backwater, you should definitely
commit the artillery to make them
pay.
5th Panzer Army: The 5th Army has
two objectives, Bastogne and St. Vith. St. Vith has to fall for you to have any
chance, and this will require a set-piece assault - bring up the artillery,
surround the city, and pummel it. Don't mess around with chancy low-odds attacks
against the city itself; work on encircling it instead. Bastogne, on the other
hand, is a goal that should be unachievable in the 6-turn game ... but you still
want to drive hard for it. The purpose here is to open a yawning gap in the
American lines somewhere between St. Vith and Bastogne. If you can unhinge
things there, you can breakthrough into the point-rich area to the north, or go
around to exit units. This is where you can
win.
6th Panzer Army: This unit has two
avenues of advance: north of the Warche (through Eisenborn) and south of the
Warche. The northern option is a non-starter - the American units there are too
good. Be happy if you can take Eisenborn. South of the Warche you have some
options. You're likely to see severe traffic problems initially, but you have a
large number of potent units. The problem is, you're also close to the point
where the best and most numerous US reinforcements arrive, and the terrain is,
as usual, awful. I've never seen the Germans progress even to Malmedy in this
sector - it's just too easy to reinforce. Unless you can create a crisis
elsewhere, I wouldn't expect much in the way of VPs, and I certainly wouldn't
redirect units from other sectors here or put artillery here at a high priority.
But, if you can attract divert reinforcements from the center, that's still
good. And as always, you want to be on the lookout for opportunities. The
Americans will have to strip or neglect some sectors to bolster others, so you
want to be prepared to exploit
weaknesses.
Bearing in mind that
wherever the Americans commit the reinforcing 9-6-6 Combat Commands and
6-defense infantry units your offensive is likely to stall out, I think the most
likely vulnerability is the long dangling flank between St. Vith and Bastogne.
Pressure in the 6th Panzer Army and 7th Army sectors won't create breakthroughs,
but will divert units that create the possibility of a breakthrough somewhere in
this sector. Look for opportunities both to seize VP locations and to exit
units.
Also bear in mind that your
offensives will stall out without artillery support. I find that you will win or
lose based on whether you have your artillery in the right place at the right
time in the right quantities. Artillery makes the difference between just
dislodging the defenders and getting bonus advances and breakthrough
combats.
As I say, I've been quite
happy with both the playability and the replayability of the 6-turn game for
both the US and the Germans. I'd love to play the whole campaign game sometime,
but that would be an almost prohibitively long game (although to be sure, I
imagine it often won't take 22 turns to realize the Germans aren't going to make
it across the Meuse).
Posted: Sunday - March 27, 2005 at 03:55 PM