Wednesday, July 28, 2010

Endgame.... or maybe not....

As I position myself to clear out the remaining nests of resistance, a rumble from the North edge turns into a Soviet counter-attack Event ! With trepidation I roll the forces that are activated (some ? markers wind up being nothing or advancing without activing). A T-26 and some truck borne infantry emerge from the North, bearing down upon my re-organizing forces.

The intitiative cards favor me, however, and my tanks, MTR and MGs make short work of the T-26 and the trucks. Thankfully only the T-26 AFV (and not a T-34) was activated and not further East where they could've added to my woes to clear the board or further west where they could overrun my mortar. The end result :the Soviet counter-attack had blundered into a trap !

The Soviet Counter-attack stopped cold !
Since the counter-attack occured, I had gained an extra 30 minutes to win the scenario, so I had about 35 minutes to clear the last of the board. No problem..... right ?

Not so fast. As I move into Farm (E) with my Pz III covering from the south and the Pz IV covering from the North, they activate a dreaded T-34 M40 in the  woods (G). My attack toward the farm is stopped cold until I can deal with the monster.

The T-34 is in the upper right corner while the Infantry and 251/1 scramble for cover.

My tanks move to engage but the T-34 is in an defilade position- we have no shot. Thankfully, neither does he as the infantry and APC scramble to make themselves "non-visible" as possible.

The T-34 takes the bull by the horns and breaks the deadlock by backing out to the road. Luck favors the Soviets this time and he passes his radioless check, moves back and gets his shot off at the Pz IV before he can respond (damn initiative cards !). The shot pierces the hull, immobilizing and stunning it. Thankfully, the crew pass their "oh crap !" MC and don't bail. Now if they can only rally....

While the T-34's attention is drawn to the Pz IV, the Pz III manages to slip around the flank, and due to initiative cards (the Soviet got 2 in a row, now the Germans did as well and I didn't pull the "Re-Mix" card) slammed a round into the T-34 turret side. The tank is immobilized and the crew panics and bails.

Endgame 12:37 PM

With that last flurry of action, the Soviet resistance breaks, and since I've activated all the ? markers and only the soviet 76.2mm Infantry gun in the far corner is still active with over 25 minutes left for me to win the scenario, I declare victory (I've got a feeling that the gun crew would high-tail it out of there).

My men and I scramble over the abandoned T-34 to get a better look at this beast....

The end result is a victory in a little over 37 minutes.

My casualties are:
1 Infantyman
251/1 APC (and 2 crew)
Pz IIF (and 3 crew).
1 Immobilized Pz IVE (which should be repaired before the next scenario).
My leader gains 8 elan points (need 2 more to get promoted to 8-1 !)

Enemy casualties are much heavier:
51 infantry (including: ATR, LMG, HMG, 82 MTR, 2 x 45 AT, 76.2mm IG)
3 Trucks
2 BT-7 (1 chased off, the other destroyed)
1 BA-6
2 T-34 M40 (1 destroyed, 1 abandoned)

All in all, a fun game (it took longer to play out than it normally would because of the picture taking, notes etc). The events made it unpredictable to be sure. The counter-attack was unexpected and mercifully short-lived ! My little Kampfgruppe advances to the next scenario.

Advance East ! Its always East......

Tuesday, July 27, 2010

Just when things look like they are going my way.....

With the Soviet opposition begining to fade, its time to start advancing again.

My personal leader along with a rifle section and LMG team will hold the woods by wrecked half-track while the still mobile parts of my force north of farm (E) and flanks it. An 8-1 leader, rifle section and LMG team in woods (L) will provide a fixed firebase to combat any enemy infantry that pop up to harass this advance.

The situation at 12:10 PM
So, with a plan in place, things get rolling. And as it always seems to happen, things start to go wrong......

As I was pounding farm (E) engaging the soviet infantry there with my personal leader and my mobile units advancing down the road to the North, a 45mm AT gun activates in the eastern woods bordering field (M).  Considering the state of this German early war armor, a 45 AT is enough to do some damage if it can hit.

The plan starts to go wrong.....
Luckily, my attack has not progressed too far out on that flank, and my tanks and APC withdraw behind the western woods bordering field (M). Let the mortar and infantry in woods (L) take out that gun !

Unfortunately, Soviet infantry begins to filter forward (event of "infiltration" which refreshes some of the areas already free of "?" markers), while an HMG appears in woods (J), an ATR and some rifles begin moving forward from farm (E) and a BA-6 armored car and a BT-7 tank activate on the far edge of the board, south of field (K). Things are heating up again- even before my advance get get underway again.


Time is my biggest enemy at the moment- I have to clear the board in 30 minutes to win this scenario and I am over 1/3 of the way there.....

My infantry in (L) which was trying to pound the AT gun in woods (J) is brought under long distance fire from the BA-6. Luckily, the soviets don't hit too well, but being unable to respond, that half-squad skulks back out of any effective Line of Sight. My mortar starts scoring hits on the AT gun, immobilizing it and killing one of the crew and pinning the survivors.

But the Soviets are not just passively sitting and firing back. The BT-7 begins to head towards Farm (E), while soviet riflemen help to re-crew the AT. Also, an ATR and some infantry has skulked forward opposite my personal squad east of field (F) to get some long range side/rear shots on my armor that is working west of farm to engage the BA-6 and (now re-crewed) AT gun.

The scene at 12:15 PM. Ignore the battlefield debris of my intiative cards, figures and my 30 sided die (used for extra damage determination !)
The soviets start getting the card draws and the ATR begins pounding my Mark III in field (F) which has immobilized the BA-6.  The BT-7 holds back, thankfully due to being radiolessness (radioless AFV may not recover from a move as fast as ones that have radios). But the fire from my personal leader is slackening, as my troops in the woods are getting dinged (pinned) from all the fire coming at them from farm (E). The Pz III is under threat of close combat as well as being hurt by that measly ATR !

The Pz II, seeing the Pz III under duress takes action and charges the ATR and panics the infantry section there. Unfortunately, the ATR team passes with flying colors and promptly scores a critical hit (damn snake eyes !) which knocks it out. The crew bails, and the Soviets in farm (E) attempt to close with them to wipe them out.

My personal leader is just "getting his shit together" (a.k.a rallying) from all the fire he was taking that is now redirected in an advance toward the hapless Pz II crew and the Pz III in the field. But the Pz III attempts to overrun the Soviet infantry, pinning driving them back but its too late for the Mk II crew- they are cut down in a flurry of entrenching tools and rifle butts.....
The Pz II burns merrily while the Pz III engages the Soviet infantry
But all is not bad- the AT gun is finally knocked out and my Mk IV comes forward to engage the BT-7 which had begun to engage my infantry in the western woods bordering field (M). The half squad that skulked away in woods (L) loads up on the halftrack and heads toward the Pz IV to lend support against the infantry that is still in woods (J) and the remnants fleeing from farm (E).

In the ensuing exchange of fire the BT-7 promptly breaks its 45mm main gun. Failing its gut-check test, it heads off the field to the East as fast as it can. The BA-6 is finally knocked out, but in the process the farthest ? marker (in field (K)) turns out to be another gun- this time a 76.2mm Infantry gun and not the AT gun thankfully.

My MK III begins taking it under HE fire, while I begin my advance toward finally clearing farm (E) which is now empty of Soviets thanks to my Pz III's aggressive maneuver.

There's some infantry north of the farm (in woods C and J, a MMG in woods (J) and a 76.2mm infantry gun in field (K). The only part of the board that has ? markers is woods (G) and field (H).


The Situation before 12:20 PM and the clearing of farm (E)
With only 10 minutes to go and only 1 area I have to activate (if I can clear the road from West to East I win the scenario) I am confident that I can bring this one to a successful conclusion.

Monday, July 26, 2010

The first few minutes....

My Pz II edges down the road, checking the woods (A) which wind up to be empty. However, some enemy infantry are found skulking around far end of the field (B) and in the house east of the (A) woods.

I bring my 2 APCs into the woods west of field (B). My truck born mortar and squad head into woods (A). The Mk III and Mark IV begin engaging the infantry around field (B) and the house.


So far so good. I've only activated some infantry and have cleared my entry part of the board edge of potential enemies.

My infantry debark from the halftracks (my personal leader is in the leftmost halftrack) and trucks, while my 81mm Mortar begins setting up. Desultory Russian fire does not damage me (and I gain my 1st elan points needed for promotion, directing my squad's fire). In addition, an Event is drawn that turns out to be a directed battery of 105mm howtzer fire (thanks to the priceless Storch). The German concentrated fire breaks the nearest Russians up and routs them. Time to move on eastward !

I cross field (B) and clear clump of trees (L) in preparation to use it as a new firebase for my advance. More Soviet infantry is revealed further back and appear to be advancing to contest me. Suddenly, from behind the westernmost woods around field (M) emerges a T-34  M40 belching fire !

Luckily the Soviets is a poor shot and he misses my Pz IV by a mile. My experienced crews begin to take on this priority target with the Pz IV engaging from the front and the Pz III attempting to maneuver for a flank shot. Cards are pulled and the Germans get the jump (those "Any" cards are worth their weight in gold !)

Luck is with me- the Pz III hits but does no damage, but the Pz IV critical hits the turret front- the shot penetrates and the T-34 is destroyed ! A hornet's nest has been stirred up, however, as more Soviet infantry emerges and begins to close with my advancing troops (you do not want to get into close combat with Soviet infantry- they hold the advantage there).

Note the vehicle card in the upper left keeping track of who is on that APC !
Five or so minutes have gone by, and I've managed to destroy a T-34 and kill/rout some Soviet infantry. My superior firepower begins to tell, and the Soviet counter-attack falters despite the help of a Soviet 82mm Mortar team in woods (C). My central firebase group (Infantry Section and LMG section) in the woods East of field (B) takes a pounding but still manages to return fire effectively. Concentrated tank HE and infantry fire puts paid to the mortar before it can do much more damage. 

Meanwhile, my skulking in the rear (I am on the far left of the picture in the woods near the board edge) has come to an end, as a 251/1 comes to pick me up so I can renew the advance to the westernmost woods boardering field (F).

As my APC enters the woods, Soviet infantry along with a Heavy MG team activates to the East across the field. The HMG pummels the APC and bullets enter the passenger side vision slit, killing the driver. We come to a screeching hald and bail out, stunned and under a hail of fire, with Soviet infantry bearing down upon us.

My APC burns merrily from the HMG in the foreground as the Soviets close in for the kill.
My 81mm Mortar is finally on line, and with help from the leader in woods (L), it brings down its fire on the advancing Soviets (for simplicity, leaders can call in on-board mortar fire) and us as well. The experienced mortarmen manage to rout the Soviets just in front of my positions without causing me any casualties (I think the fact that we cowering stunned face down and in no condition to do anything else had something to do with this as well :D) but my halftrack takes some damage and is finally hors de combat.

So, after about 8 minutes of game time I have lost a halftrack, but have destroyed a T-34, 82mm Mortar, HMG and some Soviet infantry. Not a bad start at all.


First Scenario- June 22nd, 1941

The invasion is going well, and resistance is spotty at best. My Panzer Division is heading toward Grodno after breaking through the frontier defenses.

My small reinforced recon group has been tasked with advancing Eastward and finding the enemy. Or as my commander said "Go East, get shot at, then report back".

My force is composed of :
1 Pz IIF
1 Pz IIIH
1 Pz IVE
2 251/1 Halftracks
2 Opel Blitz trucks
6 Rifle sections (24 figs)
3 LMG sections (3 LMG, 3 assistant gunners for 6 figs)
81mm Mtr and crew (Mtr and 3 figs)
2 Leaders (an 8-1 and an 8-0)
1 Campaign Leader (me as an 8-0)

A friendly Fieseler Storch has dropped me a note that ahead of me is a crossroads that has some enemy activity. Here is a picture of the Polish rural crossroads with some fields and farms as seen from the friendly Fieseler Storch:

I've labeled some salient points of interest I will refer to in this After Action Report.

I am entering from the Friendly Board Edge (West) by the Northern Road spur. You can see the ? markers (and the buildings with roofs) that constitute the enemy forces that have yet to be activated.

Sunday, July 25, 2010

A fresh start....

I've re-opened this page as a way to write out what is happening in my current WW2 East Front campaign in 15mm.

A few words are in order about the rules I am using and some other sundry facts that may make my ramblings make more sense.....

I am doing this in 15mm with a home-brew ruleset on my 3" hex maps.

The figure scale 1:1 (1 figure = 1 man, 1 Vehicle is 1 vehicle, etc) and about 8-12 yards per hex. Most infantry units are multiple figures (with magnets so I can remove losses, re-crew Heavy Weapons, etc) mounted on stands of various sizes depending on their function (a rifle section is 4 rifles for example, while an LMG support weapon is the LMG and 2 figures). Leaders are individually mounted, and represent individuals who are above the normal competency level (and are important to keep your force working efficiently).

I've made the rules comparatively detailed, yet I don't feel overly complex. There is an initiative deck of 13 cards- in this case 4 for each side, 3 blanks an Event card and a re-mix card.

The time scale is abstractly 1 minute per turn, but since initiative is card driven and can end at any time, it is not a fixed scale- some turns you can do a lot, others not so much.

When a card is pulled (or phase) begins, the side whose card is pulled performs actions with the appropriate units (Usually Vehicle or Infantry depending on the card) in each hex one at a time. Leaders can do things in multiple phases, some Heavy Weapons/Guns/Leaders can perform certain actions both phases.

The Germans have 1 Infantry, 2 Vehicle and 1 Any card. The Soviets have 2 Infantry and 2 Vehicle cards. I can vary the class of the enemies by adjusting the card types (the Any card of course is the best, as it allows all activated units to behave as if either kind of card has been drawn). There is also an Either card which can be added to replace one of the others that is not as flexible as the Any card.

If an event card is pulled, an event may occur. If a re-mix is pulled, then the initiative deck is re-mixed. For every 10 cards pulled except the re-mix card, 1 minute has passed.

Infantry units tend to rout instead of die to a man, and vehicles can be immobilized or abandoned instead of destroyed. Vehicles can run out of ammo, break their main gun, or take damage that can affect it other ways than killing it.

I am playing this campaign mostly solo (the rules are integrated with this pretty well but can be run regular as well) and I have a built-in solitaire system for generating a battle. It is very similiar (but not as complex :D) as the ASL Solitaire system. I will have friends from time to time will come over and take over the control of the enemy to increase the variety.

Basically, the board starts out with a number of "?" markers in woods, fields, buildings and any other non-clear terrain. As the game goes on, they become activated either by actions such as moving close enough to them or firing at a target near them. A ? marker may have nothing under it, or it may be a T-34. It varies with how and how far it was activated and how far away from the friendly force.

Events can occur that range from friendly Off Board Artillery strikes, Friendly reinforcements, to a full blown enemy counter-attack along a board edge. Currently there are missions for Clearing the Road, Recon in Force, and Hold Your Positions. I'll be developing more as I go along.

Another feature I built into the system (which I can do solo or not as desired as well) is that I have a personal leader in this game- he can improve when he does good things, devolve when he does bad things and even die ! It is similiar with the old-school Squad Leader Leader Campaign system (an oldie but still a goodie :D)

Other leaders (including armor leaders) can be generated during battle and improve, get wounded etc.

All in all, its a pretty neat system with some things that be left off if that level of detail is not wanted (like special ammo for guns and partial infantry firepower). Its currently in Word format- but has been subject to some changes- indeed that's the point of doing this "excersize" in the 1st place !

It does seem to create a narrative of its own, which I am detailing in a notebook as I play. Hopefully, when I am done with this campaign (or put it in hibernation) It'll be in a form others can use without me around as well to make sense of my ramblings !