This is the forth game (game 1 link, game 2 link, game 3 link) in the mini-campaign taken from the IABSM Vzyama or Bust scenario book (available at the Too Fat Lardies site). For the first three games I used the rules Take Cover!! (see here for a review) that are similar in play and scale to Rapid Fire. But for this one I am trying out my 2-page rules, still in draft, that are derived from Take Cover!!. I am using 6mm with one base = 1 squad.
Scenario
Germans hold the outskirts of Yelna that contains an important railway yard. Russians need to dislodge the Germans from the railway yard, and breakthrough to the main part of Yelna (off board).
Normally I would use a 2'x2' board but I shrunk the board size down to around 16"x18", mainly as I don't have enough buildings, and building combat tends to happen at close ranges. I did build about 12 paper building models for this scenario. I grabbed a timber board from downstairs and used that for the battlefield. Sprinkled some dirt over it as the whole board is supposed to be debris and rubble ridden. This also meant I counted anyone on the table as being in at least soft cover and partially concealed for spotting.
The small battlefield. And most of the pics are in daylight, normally I am playing at night. |
Troops
German
Germans in the box. Not the best shot but gives you an idea of what they have. |
2 Rifle Squads (one is the battalion commander)
1 PzB39 ATR base
1 Sniper
2 x Companies
6 Rifle squads
1 50mm mortar
Support
1 MMG
1 75mm infantry gun
1 81mm mortar
2 37mm AT guns
Tanks
1 x Panzerjager 1
1 x Panzer IV D
1 x SiG 33 B
Russian
Russians |
1 Rifle Squad
3 x Rifle Companies
6 Rifle Squads
1 x SMG Company
6 SMG Squads
Support
1 x MMG
2 x 50mm mortar
1 x 82mm mortar
Tanks
3 x KV-1
Recon
2 x BA-10 armoured cars
1 x Scout squad
Deployment
German deploy one company in the woods, one company around the row houses and spread out the support. It should be sufficient to support each other and cover any major advance by the Russians.
The Russians decide to concentrate on coming down the southern flank.
Map showing German deployment and planned Russian advance. |
The 2 pre-game stonks manage to destroy an anti-tank gun, pin the other and inflict two casualties on the support unit around the railway house. Not a good start for the Germans.
Building 1 defenders before the stonk. |
Centre shows the 75mm infantry gun. The destroyed armoured car can be made out up the road. |
German defenders in the northern wood. |
The lone remaining recon BA-10 actually spots a German infantry squad hiding in the terraces and destroys them.
Armoured car recon scouts out the hidden Germans. |
Last of the Building 1 defenders about to be run over by the Russians that can be seen to the right. |
Furthest advance of the Russians. Building 1 objective is at the right. |
The KV1s move up to cover the railway buildings, and give a perfect flank shot the to Panzer IVD that has been waiting patiently for such an opportunity. First shot: nothing. And same with the next shot.
The patient Panzer IV |
Verdict
I know the Take Cover rules very well and the two page rules are a derivative of them so the game went smoothly and was lots of fun. I have increased the ranges slightly from my previous 6mm games as converting inches to cm for the 2'x2' I believe made the game to slow. So I have halved the original 20mm ranges. This worked a lot better and gave a faster game. They also go back to a IGOYGO format similar to Take Cover, rather than the card system I have used for the last few games. I do like card activation as it does capture the chaos of WW2 battles, but the IGOYGO, coupled with a morale check that may see the a unit do nothing for the turn, is an excellent substitute and fits better with the rules. The rules need more playtesting but work well right now. I can see I will be using the two page rules for at least my next few 6mm WW2 outings.