In my previous article I outlined an Allied strategy. Imperious Leader asked about German counters to it which generated much of what is here in a rougher form. First off I think that the Allied article is a counter to this. Germany is the hammer in Battle of The Bulge and here’s how I think it best they pound nails. Discuss this article in the forums.

General Overview

Speed is critical. I think Germany needs to see this as a five turn game. They
need to be in position to take the final cities needed for victory in turn five’s
movement phase. If the Allies are executing the key component of their strategy,
keeping their supplies out of Axis hands, the game tips to the Allied favor at this
point if not in movement of turn 4.

The questions to ask when making decisions are, “Does this preserve my trucks
and supplies?” and, “Does this make appropriate haste?”

By “appropriate haste” I mean not moving west simply for the sake of covering
ground or making blitz moves because you can. Don’t move units out where they
can’t be supplied or burn extra supply tokens to blitz for an extra hex movement.
Your supplies are scarce and your trucks to move them also. Burning the extra
supply for a blitz or risking trucks in front line hexes must have a payoff in
cutting key hexes off from reinforcement and retreat.

Focus of the Spearhead

I think the main thrusts of the attack should be towards the south of Bastogne
and along the Werbomont-Malmedy-Stadtkyll road (W-M-S road) with the aim of
clockwise encirclements (south on the compass is 6 o’clock) of Bastogne and
Liege-Verviers-Eupen.

The towns of Eupen, Verviers and Liege are worth 9 points. Bastogne is worth 4
for 13 points- over half of what is required for victory. Some sort of screening
units will need to be employed in the Bastogne and Eupen areas even if you
want to move on to Werbomont, La Roche or Marche in the north or Martelange
and Neufchateu in the south. I think that the limited supply situation and the
limited trucks to move them make a plan to take them the best option.

The Allies can not leave the northern cities (Eupen et al) undefended and if the
Axis does not move units adjacent to these hexes the Allies will be able to move
out to disrupt movement and supply along the W-M-S road. Given the point
values of these cities and that the units coming in to them must be checked why
not go for the points?

Similarly, the Axis can not bypass Bastogne in the south. While an opportunity to
dash into Martelange will probably present itself early, if Bastogne is in Allied
hands then Neufchateau becomes two turns or a Blitz move away. Even if you do
make it to Neufcahteau a unit there will be cut off from re-supply as long as
Bastogne remains in Allied hands. Bastogne can not be ignored so it might as
well be taken.

While an opportunity to cross the river at Werbomont should be taken it has the
same hazard as the dash to Neufchateau- the risk of being cut off from resupply.
As that opportunity presents itself the weather will be clearing and the
Allies will be filling the skies with planes.

Countering Allied Air Supremacy

Okay, the Axis won’t really be countering the Allied air force. The Luftwafe is
outnumbered three to one. At this point depending on what supplies the Axis has
been able to capture they will be feeling the supply pinch. Game experience to
this point leads me to think the Allies are best served by going after German
supplies with their planes. A good pummeling of a supply depot can leave
Germany without enough supplies to evict the Allies from a key city or to move
into it when they do.

Germany’s best bet whether they win the initiative or not is to cover one of the
key supply depots. If Germany places second they will have a chance to see if
the Allies leave the dump alone allowing all planes to cover elsewhere but if
Germany must place first they must provide cover to trucks and supplies.
Dogfighting will reduce the Allied planes.

The Axis must keep a variety of units in its hexes. One AA dice per unit type
defend against attacking aircraft for a possible five AA dice (infantry, tank,
artillery, truck and supplies.) With five AA dice and 4 aircraft against the Allied
aircraft Germany can stop the bleed or scare the planes into other hexes. With
more units than just trucks and supplies in a hex Allied shooting has a chance of
not hitting the trucks and supplies.

An easy tactic to get additional AA is leaving the 246th Volksgrenadier Division on
the reinforcement chart on turn three. On turn four movement (prior to the first
air combat phase) they along with the 79th Volksgrenadiers may be brought on
to defend the supply hex without requiring a supply to move them by truck
which would be the case were you to bring them on earlier. These units along
with the truck and supply tokens will give four AA dice in two hexes.

Germany will have to decide whether to bring trucks into highly stacked hexes
providing lots of AA dice and lots of things for Allied aircraft to hit or place them
in thinly stacked hexes behind the lines. The hexes with the most cover are
usually front line hexes in enemy zone of control. Trucks in enemy zone of
control can’t be returned off board. Putting the trucks and supplies alone in a
hex increases the chance the Allied planes will get through. 12 Allied aircraft
create the possibility of a hex being hit with 21 dice. Prevent this with air cover
and keeping hexes full of as many different unit types as possible.

A Few Words on Stacks

A variety of units in a hex is important for AA reasons and also because
casualties are randomly determined. If 4 infantry and 2 tanks are in a hex the
tanks have the same chance of being destroyed or forced to retreat as if there
were only 2 infantry (the infantry would be hit on four rolls and the tanks on two
rolls.) The 2 infantry have a greater chance of being destroyed (there are two
rolls that hit each infantry) while 4 infantry have better chances of holding their
ground (only 1 roll hits each infantry) or retreating. Simply put the more units in
a hex the better. I don’t want to get into statistics (mostly because I haven’t
made time to “do the math”) but the more dice rolls that will “wrap” the combat
strips the more infantry the hex needs to preserve tanks and artillery.

I think hexes that might need to attack in several directions should have two
artillery in them.

Supplies and trucks should be kept out of front line hexes when possible.
Preserving units (except trucks) isn't really a priority, holding or taking cities and
towns is. This game isn’t a war of attrition like some of the A&A games. Keeping
your army intact isn’t as important as getting into the victory cities. A phrase I
use in football conversations is “you don’t get points for yardage.” You don’t get
points for keeping all your units alive.

Tanks are best used in hexes where they will have a chance to blitz behind a
town to cut off retreat. Be careful not to get them away from the supplies, keep
them shooting and moving. A quick dash into a 1 point town and then sitting idle
until the supplies come up isn’t the most efficient use of tanks.

Final Thoughts

Always be careful with trucks and supplies. Perfectly positioned troops are no use
without supplies. Don’t risk trucks and supplies in front line hexes unless you
need the cover from aircraft.

Make haste as the Allied aircraft will stretch an already strained supply and truck
situation.

Save blitz moves for cutting off supply laden hexes from reinforcement and
retreat.

Cover trucks and supplies with the limited aircraft available. Keep a variety of
units in hexes to provide additional AA dice.

Be aggressive. When you hit a hex hammer it with everything you can. Better
haste can be made with nothing in your way.

Be flexible. Battle of the Bulge is very fluid and an eye must be kept open for
unexpected opportunity.

Have as much fun playing as I’ve had writing about playing.

Thanks for reading.