COLD CROCODILES

Tactical Analysis of ASL90-A25 Cold Crocodiles

This scenario is a classic, with over 100 playings on the ASL Record. Not only is it an exciting combination of forces, but it's also well balanced between two evenly matched opponents. The German player defends in a small village with modest numbers of stone buildings, and woods. They must be sure that the British do not infiltrate across the sole bridge over the canal to gain the numerous VP on the other side. The British must inflict casualties and capture stone buildings to win. They must cross relatively open terrain early in the game to achieve their objectives. Much of the game depends on how the attacker uses smoke to foster the advance.

The Germans get an excellent late war infantry force with 2 major league ATGs (88LLs), and reinforcemtns of 2 JagdPanzer IVs. The ATGs are guaranteed to blow away any tank they hit and even some infantry, while the JgPz IVs can handle the lighter tanks, but is poorly matched against infantry and the British Crocodiles. An important weapon in the German arsenal is the lowly infantry PF. Don't forget about these inherent one shots, they can blow away any tank and can reduce infantry behind walls or in buildings.

The British get a modest infantry force with 2 Cromwells, 2 Challengers, an Offboard Observer, and reinforcements of infantry and 2 Crocodiles. The Cromwells and Challengers are lightly armored by late war standards, but they're well armed for the attack; the Challengers (76LL) should be used against the JgPzs, and the Cromwells against the infantry (75), but both tanks should be used to generate smoke (sM and S). In contrast, the Crocs are the ultimate infantry support weapon with a FT (36 FP!), 75 mm gun, MGs, and tons of smoke-making capabilities (sM, sD, WP, and S)!

Before play begins, be sure to agree with your opponent as to whether the Rowhouses are individual buildings or one building. I've generally played with them as a complex of Rowhouses representing one building.

DEFENDER: GERMAN

The German player must make the most of deception. Proper use of HIP, gaining or retaining concealment, and skulking are required for an effective defense. Placement of the two ATGs, HIP units, and the division of forces between the two boards are decisive factors. While the initial set up is important, the game isn't completely lost given a marginal setup, primarily because of the internal lines of movement. Be sure to shift the defense to meet the main line of the British attack.

Possible GUN Locations: Note that the ATGs can remain HIP only if emplaced; they cannot be emplaced in a paved road hex. Thus, ATGs can setup HIP in the orchard roads on Bd 23, but they're revealed as concealed units as soon as an enemy unit has a LOS. Note also that the ATG are too big to set up in buildings (B23.423). Don't forget that orchard and brush are concealment terrain but ATG don't suffer the double penalty for changing CA therein as they do in woods (and conditional ROF, too).

Possible HIP Locations: Possible German infantry positions: These are weighted for an attack along the British left flank. Don't ignore a determined push down the middle to gain control of the bridge and beyond, but realize that the German can shift some forces to meet a concerted attack in the left-center. Smoke is of course the key ingredient to the British attack. Note that all units start concealed: Turn 4 Reinforcements
The JgPz IVs are formidable tank destroyers. They'll kill the medium tanks easily but getting them into position can be difficult as they can be killed by the Challengers. The TDs are typically used to seal off the bridge against a tank blitz by the British. If they get to the other side of the canal, the TDs can deter the British assault, but they 're weak against the infantry and Crocodiles so don't squander them in static, unprotected positions.

Notes:



ATTACKER: BRITISH

The key to the assault is smoke; smoke from the tanks with their smoke mortars and main armament capabilities (this is the main role for the Challengers early in the game), smoke from the OBA with its virtually guaranteed battery access, smoke from the light mortars, and even smoke from the elite infantry with their inherent capability. But don't forget, movement is also critical. The British can only linger for a turn or two before the situation goes from tough to hopeless.

Turn 1 Group:
BEFORE YOU MOVE, DON'T FORGET YOUR OFFBOARD OBSERVER. OBA is critical to the game. It's needed right from the start to either lay harrassing fire to weed out the ATGs or smoke to sustain the attack. One to two hexes of smoke will effectively blind defensive fire (+6 or +7) and will allow the British to swamp a position or two early in the game. OBA activities occur at the beginning of the Prep Fire Phase, which is after the setup of reinforcements but before movement.

Most players agree that the British left flank (Bd 24) offers the best avenue for attack. It has cover for both infantry and tanks, routing terrain to sustain the attack, and paths for quick movement. The British right provides cover in the way of buildings but there are numerous open ground and road hexes to be crossed and bottlenecks to overcome. There are, however, more stone buildings on Bd 23 than Bd 24 (10 + 4 across the canal vs. 6, respectively), and the stone wall around building 23Y7 is as good as most buildings. But this is where the smoke is a necessity, without the proper use of smoke a small German force can delay the British right. Successful attacks can, however, come from either flank.

An attack on the Left could look like this:
Consider a detachment of 2.5-3 squads, 9-1, LMG, MRT, PIAT, and 2 Challengers to grab the buildings on the right. The Challengers provide smoke for cover and advance, and are later in position to attack the JgPzIVs. The force is small but it will certainly help in the mid game. If the German player has weighted this flank, the British force should be able to hold out while the left flank takes control of the village.

The rest of the force goes in on the left flank. The Cromwells could make it to 24Y9 (bypass), or 24X5 to unload their riders. The rest of the infantry should hotfoot (CX) it over to 24Z9 and thereabouts on Turn 1. A Cromwell or Challenger could go to 24BB1 or 24BB2 to eventually blow smoke on 24V3 or threaten interdiction in 24S4.

The attack on the Right could look like this:
"Take the majority of the force hard to the right with only a platoon (3 squads w/8-0 & MTRs) to the left along with a Cromwell. The 10-2 & 9-1 go right along with the remaining tanks. The Challengers provide smoke early and look to setup to deny the TDs the bridge. The goal is to be in position at the bridge when the TDs enter and depending on German setup you can move towards the center after securing the right. Ideally you get a half squad with a Piat over the bridge to snag buildings or at least play with the TDs. [I've never been able to get any British forces over the bridge. - Jeff Shields] With the reinforcements coming in on the left flank, they can waste the village if needed and smash the Germans in between the 2 strong forces..." - Bret Hildebran

Turn 4 Reinforcements:
It's difficult to predict how to use the reinforcements. In general, the infantry come in around 24M10 and help support the Crocs. The Crocs can actually enter play and fire on Turn 4 if necessary but beware the hidden ATG. Typical tactics for the Crocs against ATG include using sM to blow smoke in a forward, adjacent hex which is then moved into just prior to the flame attack (at 9 or 18 +3). Against infantry, keep the Crocs at two to three hexes and in motion (for an 8 or 16 +0 attack). Always keep the Crocs in motion as otherwise they're big targets that can be destroyed with relative impunity by inherent PFs (2 hexes away a PF needs a 5 TH vs. a moving Croc, a 7 TH vs. a stopped one). A Croc can easily move up to 24Q8 and flame 24Q6, 24R5, 24S7, or 24S8 on Turn 4.

Notes:


AAR for Cold Crocodiles

Note that other AARs for this scenario can also be found on Mike Clay's ASL page.


Dade Cariaga, Carl Fago, Tom Repetti, Brett Hildebran, and Tim Hunsdorfer provided critical comments.