Turn 3.
We start in the south this time, and the 56th Division continues its advance on Eindhoven. We had driven the Dutch Light Division back in the last turn, and the 56th intends to continue the drive forwards. I have also sent Engineers over the river to be ready to repair the bridge next turn, one thing about Engineers is that they need to be in position to repair the bridge before the turn begins.
You can see that the Light Division has Dutch motorcycle troops, some light MGs and a handful of light tanks. I have recon of 240 on the Dutch troops, which means any info I have I can be reasonably sure it is accurate. So in the bottom left corner you can see some icons which represent different characteristics of the Dutch troops. The red arrows represent Action Points, I do not know how many they have. The fuel containers represent supply, again I do not have any intel on what the Dutch troops’ level is. The yellow hierarchy symbol is unit integrity, if this drops below a unit can break, unknown to me here. The green triangles represent readiness which is vital to offensive action, the Dutch have a poor rating here out of 100. The yellow stars represent XP, and the Dutch have reasonable XP it appears, probably boosted by their recent brush with the 56th. The blue flags represent morale, and that figure is very poor, which means that the Dutch will not stand long in the upcoming fight. And finally the yellow sandbags represent the level to which the unit is dug in, here we see they are not dug-in at all. The orange bar on the unit icon tells me that the unit strength is pretty low. Up top in the terrain window it tells me that they sit in open fields, so the chances of a successful attack here are very high.
First divisional arty softens them up. As you can see I have inflicted 100 casualties on the infantry. Not brilliant. This may be due to the fact that the arty only had 40 out of 100 APs left, as I had to move it up into range, before bombarding. So here is an instance of divisional arty being not so effective, despite the enemy being in fields and not dug in.
The resulting attack with 2 regiments of the 56th resulted in the Light Division breaking and so they’re out of the game. A lack of integrity probably put paid to them, but also if the retreat paths are controlled by you then a unit simply breaks, as it can not retreat to a friendly hex. In this case, a friendly hex was available, so the unit probably just broke under the attack.
I now have the Asten regiment facing me to the east of Eindhoven, I could level bomb them to soften them up for the next turn. But I feel I need to use my air power elsewhere this turn to try and make some progress against some tougher concentrations of Dutch troops further north.
Further north you can see that the 256th Reserve Division of Wodrig’s Corps have cut off a regiment of the Peel Division. The unit has no retreat option to a friendly hex, and is weakened, as well as being not very well dug in. You can also see the 526th 18th Army Reserve Division has made it up to the front. I have used my rail transfer allowance to move it up from the rear, as moving by road would have meant that it would not make it into the battle at all.
I use 256th and 9th Panzer arty to soften the Peel unit up. I remove 200 infantry and 100 Light MGs with the double bombardment, and the arty did not have to move so a prolonged bombardment was possible. Also I removed the entrenchment of the unit. So the upcoming combat should be swift. The more even a combat is, the longer it lasts, draining APs.
Above you can see that the concentric attack bonus is up at 60%, and divisional is at 40%. There is a slight overstacking penalty for the attacker, but this attack should go off with minimal losses. And it does, the Peel unit disintegrates quickly against the heavy attack. And the 9th Panzer is able to break the two other Peel units to the south, and a regiment of the 9th Panzer attack and breaks the 5th Division artillery unit which was guarding the bridge. The artillery was driven back in the first attack and broke under the second. A mismatch artillery against tanks. Also a valuable rail bridge intact to maintain supply.
Above we have the situation around Nijmegen, with Engineers having repaired one bridge, and now waiting until the next turn to repair the next. Also note that the Corps artillery highlighted has a lot more firepower than the divisional arty. I’m about to use it combined with the 254th’s Divisional arty to bombard the Dutch Brigade. So we’ll see here how devastating a big bombardment can be. The result was 600 infantry casualties, so quite a big difference. The 3rd regiment of the 254th follows up the barrage and in two attacks breaks the Dutch unit.
The 2nd regiment of the 254 ID (above) moves south to support the 1st regiment in an attack on a dug-in 6th Division unit. The unit info I have tells me that it has 39 entrenchment, not much but a bit, and that it has 100 readiness. So this attack could be a bit tougher. To make things a bit easier, I call in some of those bombers I have saved. As you can see from the screenshot below, I’m going to use Fliegerkorps VII, which is a bomber formation. The icon contains a ‘B’ after the korps number, which tells me this is bombing formation. Some HE-111s and JU-88s as well as fighter cover.
I unleash the bombers and they inflict 600 infantry casualties, and 100 light MGs. A good softening up of the target. The air raid has also given me recon of +400, which means my intel is spot on. Entrenchment is reduced to 1 point. And readiness of unit is now 24, and integrity is 74. And the air raid reveals that my initial intel’s estimates of enemy strength were incorrect, there is more Dutch infantry than I first anticipated. A two-regiment attack brings a quick breaking of the Dutch unit. If I had not made the bombardment, who knows how much harder the attack would have been.
Below the 254 ID first regiment highlighted still has 70 APs left, as it had not moved when the above attack took place. So it has a chance to attack a seemingly weakened 5th Division unit to the south. I’ll take the chance here for a one-regiment attack, with no air or arty support, just to keep things moving.
The Dutch retreat with 900 losses to my 200 losses. Not a bad result, and that unit will now be easy to defeat next turn.
Here is the situation at Rhenen further north still. I have moved Schmidt’s SS-Verfugunstruppe Division into position to help 7th Fleiger Division to clear out Dutch resistance. First up is Brigade B which is dug-in, has good morale and readiness. So in comes an airstrike to soften it up. Entrenchment reduced to 11, and readiness reduced, incurred 300 casualties. So still a fairly formidable force. Divisional arty and the last APs of Corps arty do 500 more casualties, and reduced entrenchment and readiness still further. The Corps commander could play an infantry attack card here, but I feel I should save this for a time of greater need. So two regiments assault Brigade B. The result it the Dutch panic and lose 900 troops. But do not retreat. Not sure why, but they remain. And if a unit remains like this, then the remnants of the battle add to the overstacking points of any subsequent battle in this hex this turn. There are 100 extra overstack points if want to attack this hex again this turn. I guess it simulates the disorganisation/confusion/logistics of units coming through to try and attack an area which has shortly before been attacked by other units already.
The screenshot below shows the aftermath of the SS-Verfugunstruppe attack, the remaining regiment cleared out the battered 2nd Division unit, and moves forward. The 7th Flieger is now ready to another 2nd Division unit and Brigade A to the north of Rhenen. The Dutch panic, but they inflict significant damage to the paratroopers again. But the retreat of the 2nd Division allows the 7th Fleiger to make it across the river.
And finally my efforts to force a greater bridgehead across the inundated area meet with mixed results. Brigades A and G are pushed back, but with some difficulty. Brigade G is given a mauling though, as it was defending in inundated polderland, which has a very poor defensive rating. I don’t pretend to understand all of the modifiers, but you can see that urban for instance gives good protection against air and arty strikes, and tanks don’t do too well attacking against infantry in towns and so on.
But the Huzaren at the bridge further north stop the SS Der Furher in their tracks inflicting heavy losses. So although things are beginning to open up in the south, the north still hangs in the balance. Still two more turns until I can drop the 22nd Luftlande, as they need 15pps not 10 as I first thought. That’s it for now... Turn 4 on Monday.