La Gleize or Not La Gleize, That is the Question.by Dirk Walker 
 [Our Game] [Game 1 - 19P] [Game 2 - 19N] [Game 3 - 20A] [Game 4 - 20P] [Game 5 - 20N] [Games 6 and 7 - 21A, 21P] [Game 8 - 21N] Introduction
      Many people who have looked closely at the OB for KGP III (La Gleize) have
      wondered why it would be worth committing any of their time (much less the
      months required) playing this game (unless, of course, they were going to
      play the Germans). The most casual of glances shows the massive firepower
      at the German’s disposal and the complete lack thereof available to the
      Americans. Further, the map is crossed with streams and contains tight
      clusters of stone building within the German set up area. And with all
      this firepower and defensive terrain on their side, and the lack of any
      serious men or materiel to threaten them, all the Germans need to do to
      satisfy the victory conditions is to hold territory. To perhaps give potential players some insight into what this game is
      like before they take the plunge, this article describes what happened
      when three of us were so foolish as to commit time to this venture. The
      article also contains information that, hopefully, potential players might
      find useful if they do decide to play. But first, about the game itself: Historical ContextKGPIII attempts to recreate the fighting that took place in the immediate
      vicinity of the Belgian city of La Gleize, which served as Peiper’s base
      of operations as he probed forward at Stoumont and Cheneux (the farthest
      reaches of his advance). When Peiper realized that further advances could
      not be made without further supplies, he held those two forward posts as
      best he could while keeping a large body of his reserve strength in La
      Gleize. Although La Gleize itself was pummeled by American artillery, the
      fighting around La Gleize was basically limited to the outskirts (the
      ground between La Gleize and Borgoumont, and the area around Marechal’s
      Mill). The Americans made no significant headway against La Gleize until
      the German’s evacuated their positions and abandoned their vehicles. Why
      then a scenario surrounding this reserve depot? I remain unclear. However,
      for those who just love to kick major ass with all those great German
      tanks and troops, and for those that would like to test their ASL skills
      to the limit as the Americans, the game has its virtues. Our Game
      By way of disclosure, I would like to admit that I have only played KGPIII
      once, and that as the Americans, and, with my teammate, crushed the
      Germans. Whether this knowledge affects a reader’s perception of what I
      have written, I cannot say, but I thought it best to reveal this
      information beforehand nonetheless. Game 1 - 19P
      An interesting aspect of the opening scenario is that to “win” the
      scenario you are required to seize otherwise useless objectives. My
      teammate and I naturally ignored these scenario victory conditions and
      went straight for locations that would help us with campaign victory.
      Unfortunately for our opponent, he defended against scenario victory
      instead of campaign victory. Campaign victory is achieved by taking
      victory point locations and the only ones in our vicinity on the first
      turn are some doosies. They consist of Marechal’s Mill (worth 3) and the
      stone bridge nearby (worth two). Due to being spread out in defense of
      different areas, the Germans lost these two locations near game's end. Why
      are these so big? The American’s objective is to earn 160 victory points
      by campaign’s end. By taking these two objectives in game 1 (and holding
      them of course) the American will generate 65 victory points over the
      course of the game. Wow! For this reason it is imperative that the Germans
      not allow this to happen. In addition to defending the Mill and the
      Bridge, the German should also use foxholes and strategic locations to
      make his defensive position for the next game. These SLs should link the
      Mill to the city, should connect the various building clusters (such as
      the Werimont Farm, l’Homme’s House and Borgoumont), and should allow a
      forward set up area along the Roannay or the Nabonru (or both). Without
      doubt, the Germans should be thinking of game 2’s set up when buying and
      placing for game one. Game 2 - 19N
      Perhaps recognizing the importance of the Mill (but more likely just
      smarting over losing any ground at all), our German opponent spent all of
      his many reinforcement points for on map set up and came screaming out of
      the night at our measly defenders. Several things worked to our advantage.
      The first was the fact that we had managed to obtain a .50 caliber HMG
      from a purchase of jeeps, the second was that, in his haste, he sent his
      attackers at us piecemeal as they could reach the front (allowing our HMG
      to concentrate on each in turn), but far and away the most significant
      factor in our successful holding of these vital locations was the
      attacker’s decision to launch starshells into which his troops charged.
      These starshells had the effect of activating all of our units (otherwise
      frozen by night rules), stripping all of his concealment, and giving us
      great attacks against his moving units (which were otherwise beyond our
      night vision). The carnage for the Germans was senseless and horrific. In
      fact, by night’s end we were even able to run a few guys forward to take
      some foxholes on the high ground just the other side of the Nabonru (this
      proved critical as will be seen). This massive blunder on the part of the
      Germans and the incredible death toll that resulted has long convinced me
      that nothing of future value could be obtained by describing this game.
      However, further reflection (and the pestering of my good friend Robert
      Delwood) has convinced me that some nuggets of information gleaned from
      this experience may yet be useful to other players. For example, one thing
      this game showed was that a player Idles at night at his own great risk.
      If for any reason you feel compelled to so Idle, then use all of your
      counterintelligence efforts to get your opponent to Idle as well. If the
      Germans have any weakness it is that they have few chits and must be ready
      at all points along the line for the American attack. Add to this burden
      the “freezing” of units due to going Idle at night and the Americans
      might make huge undeserved gains. Game 3 - 20AOur plan all along for game 3, which was undoubtedly shared verbally with our opponent, was that, come the 20th a.m. game, my teammate would have his own units and attack into Borgoumont (until then we had too few units to have a split command that was any thing but silly and contrived). The plan was to have him bring his task force in at Borgoumont while I tried to hold onto the Mill etc. In studying the map late the night after the catastrophe that was game 2, my teammate conceived a brilliant plan. This plan was to largely abandon the Borgoumont offensive (against which we knew our opponent would have spent many, now wasted, defensive efforts) and to build units on map (including five Sherman tank-alternatives). These on map units would be placed just the other side (German side) of the wooded fringe of the heights bordering the Nabonru using the set up area we seized at the end of game 2. Thus, in a single stroke, our units and tank-alternatives would have crossed these two substantial obstacles. Their goal would be the quick seizure of the Werimont Farm, which we coveted and knew to be the single most important hex of the game, and if lucky, the Dinheid Heights as well. Although in my zeal we suffered an early setback, we nonetheless captured both, although the latter only by the skin of our teeth. In fact, we all but took l’Hommes House as well, sacrificing the
      chance to fully take it in exchange for isolating the German units in
      Borgoumont. My teammate’s efforts in Borgoumont, with his now greatly
      attenuated force, was crushed painfully, but he did manage to have a few
      rogue units achieve the isolation mentioned above. As can be recognized
      immediately, the game was now all but over for the Germans if they did not
      immediately take back the Werimont Farm and Dinheid. With these two
      locations (aggregating eight points per game), we would generate 88 more
      points by game’s end (which together with the 65 for the Mill and
      Bridge, would total 153 of the 160 needed!). I say again, Wow! As will be
      seen, however, by the events of turns four through seven, our opponent had
      yet to grasp this significance. Game 4 - 20P
      Knowing what a coup we had just pulled off, and assuming that the Germans
      would lunge at us to take the ground back, we spent a huge amount of our
      reinforcement points on defense (mines, foxholes, the 90L gun for the
      Dinheid, pre-registered OBA etc.). We also had an important decision
      before us: should we play a chit and ensure he had the ability to attack
      us, or should we risk an Idle in hopes that we could convince him that we
      would be playing a chit and he need not play a chit himself? We knew we
      were too weak to hold any of our ground against an attack, and we knew
      that his playing a chit to our Idle would not make it much worse. We
      therefore adopted the plan of discussing our impending attack while
      intending to go Idle. Our jaws dropped somewhat in disbelief when he Idled
      as well, giving us another game of victory points and another full game to
      beef up the defense of our gains. Our goal was to mine the entire front
      from the Dinheid to l’Homme's House. As will be seen, this minefield
      became immense, but also immensely underwhelming. Game 5 - 20N
      With the night now upon us we knew he would definitely play his chit, just
      as surely as we knew we could not survive being frozen by being the Idling
      player at night. Thus we played a chit but were again stunned into
      disbelief when he Idled again. We therefore used the opportunity to do
      some clean up of the line, being careful to activate as few of his units
      as possible. We captured the evacuated l’Homme House and sent a unit
      running out to take the La Venne Crossroads to aid in the onslaught we
      expected on the 23rd (as well as to give us another point per game). My
      teammate used this opportunity to set up positions from which to attack
      Borgoumont (but, I might say, kept blundering into minefields and
      unnecessarily activating enemy units). For all his blundering about,
      however, I will credit my teammate with seeing so clearly (as I could not)
      the fact that we were firmly in control of this game. Games 6 and 7 - 21A, 21P
      As mentioned above, we were (or at least I was) unaware of the extent to
      which our opponent was failing to calculate accurately the way in which
      the victory points would be accumulating over time. At the end of game 5,
      we now sat on sufficient victory locations (with the addition of
      l’Homme’s House and the La Venne Crossroad) to win without taking
      another hex. So what does the German do?, he continues to Idle for two
      more games. In addition to the victory points, it gave us four straight
      games to build up our minefield and to get our defensive positions as
      strong as any would-be Rommel would have desired for his Westwall. Each
      hex had two AT mine factors (with a few exceptions of one or three) and
      many key infantry avenues had 6 AP mines as well. I had my 90L in place on
      the Dinheid Heights, two groups of 100mm OBA with four pre-registered
      hexes along likely attack routes, and three hidden 57Ls placed for flank
      shots. In my ignorance, I was confident he would pay for an attack. Game 8 - 21N
      On the eve of what would be the last action of this game, our opponent
      made it clear that he still believed holding the town’s center would
      give him victory. Nonetheless, he finally elected to attack out of La
      Gleize for the Dinheid. Although he asserted afterwards that his plan was
      a great two pronged attack at the Dinheid and l’Homme’s House, meeting
      in the middle at the Werimont Farm, all we saw was a thrust at the Dinheid
      and a little movement up the middle toward the Werimont Farm. As anyone
      who plays KGP will attest, good fortune alone will stop German heavy
      tanks, and the German had them in skads for this attack. While my teammate
      collapsed the isolated Germans in Borgoumont, I rained what fire I had at
      the waves of German armor (he had largely left his infantry behind). Two
      tanks were destroyed by the pre-game bombardment (each rolling a two), one
      was killed after being immobilized on a mine adjacent to my 90L, a third
      malf’d its MA (under low ammo) and a fourth received a critical hit by
      OBA and died. Our rolling was crisp but not lucky and his rolling was
      lackluster but not unlucky. Although American losses were the worst of the
      campaign, three turns into this campaign date, our opponent capitulated.
      Apparently, sometime during the days preceding this last night of game
      play, he finally became aware that he had delayed too many games in
      launching his counter attack and could not now win without taking a lot of
      ground. Having met some reverses on his first attempt to take this ground,
      he decided he would rather start fresh with a new game. Post-Game ReflectionSo the game is now over. What have I learned from the experience that might be useful to other potential players? In addition to the notes on German play above, I would add that the German should be willing to use his chits to counter attack when he has lost important ground, but should avoid going Idle at night unless he can cajole the American into doing the same. As the Germans, you are too thinly spread to allow the American to keep large portions of your units frozen by idling at night while they get behind your lines. For the Americans, I can offer little advice because our game was such an oddity. You have next to no units and will be greatly outnumbered and outgunned until the last two games of the campaign (which we failed to reach). Nonetheless, you must take ground to win. At all costs, conserve your infantry. You will always be outnumbered by the Germans but can achieve local majorities if you have enough infantry units. You really can’t afford any infantry losses whatsoever. Resist too prolific a use of chits because this will just give the Germans more games to crush you. Pick your time and your place to focus your strength on a limited area of the German defense. In deciding whether to attack, consider whether the gains you can achieve against his weak area will offset the losses you will surely suffer when he attacks out of his strong area. Build, but don’t rely too heavily on, mines to protect your gains. His 8 or 9 morale will allow him to walk through AP mines and his heavy tanks can rarely suffer anything but immobilization due to AT mines. To future American players, I wish you the best of luck, you will need it. To the German players, I offer my congratulations, you at least will have great fun.  |