Showing posts with label salkov campaign. Show all posts
Showing posts with label salkov campaign. Show all posts

Sunday, 5 December 2021

East Front 1943 Salkov Campaign, Mission 03. 6mm WW2 on a small table

 Introduction

This is mission 3 in a campaign following a Russian company in 1943.  I am using 6mm forces and playing on a 2'x2' table.

Background

This is mission 3 in a small campaign I am doing to get in some 6mm WW2 games.  I am using a variant of Platoon Forward to generate the missions and opposing forces.  I started with a Russian green company and they are still all green. While the game narrative is all handcrafted, the mission status may seem a little dry as I am using a spreadsheet to keep track of the Company and also to generate the missions.  I used my own rules for the first game, gave Rapid Fire Reloaded a go for the second and was planning to give WRG 1925-1950 (1st edition) a go for the third game but I ended up using a mashup of the WRG and my own rules that provides single die throw resolutions.

Rules

I was looking for rules that has 3 figures to represent a section for 20mm games.  I had been using my own based on Take Cover, looked at quite a few rules such as Rapid fire Reloaded and then realised the venerable WRG 1925-1950 (the first edition) would work fine.  I planned to use them and wrote a QRS for them.  But then got cold feet on using 2 dice for combat resolution (1 dice to hit, 1 dice for damage resolution).  I really like 1d6 to resolve it all.  I then realised I had a set of rules I wrote in 2013 that combined Take Cover, Irregular Miniatures Mechanised Warfare Rules and took some elements from the WRG rules (turn sequence, spotting). I dug those out and crafted a single d6 to hit table out of them. And also used that simpler morale table rather than the WRG one.  The rules are very much WRG inspired but with various tables replaced with less complex one.  And moves are double that in WRG but the combat table has been modified to reflect that.   I did not have my 20mm easy to hand to test the rules so thought about mission 3 in this campaign.  3 bases representing a section so all 1:1 figure representation. Distance is 1:1000. With figures being 1/300 that is a ground to figure scale of 1:3.  Not too bad a difference.

While I am impressed with how it all seemed to slot into place ok, the proof will be in the playing!  Spoiler: went fine, still a bit slow moving. Changing them a little bit and hope to get out some 20mm figures for more playtesting.

Mission 3

It is 1943 and a USSR infantry force is attacking a German infantry force. The USSR mission is exploiting a successful attack.

The parent force has broken through enemy lines.  This force was held in reserve to exploit this breakthrough.

The terrain is woods with:

Open | Village |Woods

Orchard | Marsh |Crops

Crops | Brush |Road

Primary Objective Village (2).


The battlefield.


 Victory is to capture the primary objective. Lose if do not capture the objective.

Major Victory is achieved if capture objectives with minimal casualties. Minor Victory if capture objective but take major casualties.

The USSR force enters in zones 9 (the road). The German force deploys in zones 1-6.

1 German unit (1 Gruppe) are reinforcements that arrive on turn 3 at right of 3 zone with appropriate transport (truck for the infantry force).

The USSR has green morale for its eight sections and two leaders. Support includes 2xMMG + 2xAssault Tank.

Available indirect support is 2x82mm.

The German has veteran morale for its four sections and one leader. Support includes MMG, 3x37mm AT-Gun.

 

Troops

Russian


Russians

1 Company HQ

    Co HQ Salkov (Green)

3 Platoons of 3 sections each, except First Platoon has 2 sections

2 MMG teams

2 SU-85

Indirect support – 2 x 82mm mortars

Specific Campaign forces, leaders and morale:

1 Plt HQ Formin (Green), 1 Plt 1 Section Amelin (Green), 1 Plt 2 Section Vetrov (Green)

2 Plt HQ Shulgin (Green), 2 Plt 1 Section Zimkov (Green), 2 Plt 2 Section Bogrov (Green), 2 Plt 3 Section Letov (Green)

3 Plt HQ Tokarev (Green), 3 Plt 1 Section Milyokhin (Green), 3 Plt 2 Section Perov (Green), 3 Plt 3 Section Slobozhanin (Green)

 

German


Germans

1 Kompanie HQ

3 Gruppe

1 MMG team

3 37mm AT guns (with Stielgranate as it is 1943)

Turn 3: Gruppe and truck arrive from zone 3.


Deployment

I have spread out the AT guns with good lanes of fire on the entry point for the Russians.  The MG is in the village with a good line of fire to various approaches.  Two Gruppe in the village.  One is reinforcements. Where to put the last Gruppe?  In the village as it is the objective? In the woods as a counterattack (or if the Russians move into the woods can move to the village as a second position)?  The orchard is too unsupported.  The marsh in front of the village could be an option and then fall back into the village.  I roll a d6 for location – marsh or woods or outside chance of the village.  Marsh it is.

The Russian plan needs to consider they are coming down the road into the open.  The big choice is what is the line of attack – go for the woods and then attack the village from there?  Go through the marsh?  Wide flank attack via the orchard?  Two of them, all three?  Three seems too diluted.   Infantry rifle range is effectively the entire table so need to get out of the open quick. 2nd and 3rd platoon head for the woods via the crops, 1st platoon crossfire support going via the marsh.  SU-85 at the rear as support.  82mm mortars can stay offboard and target whatever needs to be targeted!


Setup

Game

Russians advance cautiously.  The 2nd platoon, 1st section gets to the edge of the brush and comes under fire from the Germans in the marsh.  First fire sees the section reduced and one suppressed.


First blood to the Germans.

The Russian 1st section fires back with reduced firepower and the German section is reduced (rolled a 6!)

Otherwise the Russians continue to advance.  The rest of the second platoon, including the MG move to the edge of the brush.  Hopefully enough of them survive to fire back at the Germans.

The Germans in the marsh fire at the advancing Russians but only manage to suppress the MG.


Germans fire again at the Russians in the Brush.

The MG in the village opens up at the advancing Russian 2nd platoon.  Most of the 1st section is supressed.  This causes the entire 2nd platoon to be suppressed (!)


MG fires at the 2nd platoon, suppressing it.

The Russian 1st platoon fires at the German Gruppe in the marsh.  Further reduced and suppressed.


The last of the German marsh Gruppe

3rd platoon continues moving, the German MMG fires again at 2nd platoon, supressing one element and causing the 2nd platoon to be pinned (halted so cannot advance).

One section of first platoon advances into the marsh and in a subsequent outpouring of fire by the entire 1st platoon, the last part of the marsh Gruppe routs.


The Gruppe element just before routing.

3rd platoon continues the advance up the right flank, nearly at the woods.


3rd platoon advancing

2nd platoon is fired on again by the MMG and one element is KO.

Note I have been rolling morale for the entire platoon when an element is suppressed – I should have been rolling morale for the section and only then rolling for the platoon on an adverse result. Ah well.  In this case the section is pinned so the rest of the platoon could advance and/or fire.  And I then quickly decided I am not going to roll morale every time a section is suppressed so added in infantry section effects into the single die roll.

1st platoon is advancing through the marsh.  The 37mm AT gun in the orchards in concealed and just out of spotting range so is not seen by the advancing troops.


1st platoon in the marsh

The German elements in the village will be spotted if the 1st platoon keeps advancing but may wait as fire is pretty deadly when close.

 I have forgotten about the German reinforcements – they should have come on last turn.  They are in the same woods the 3rd platoon is aiming for. The truck will not be great for moving in the woods so they come in on foot.


German reinforcements

Russians marsh units suppresses the MMG in the village. Yay!

The 3rd platoon leading section moves into the woods and spots the German reinforcement Gruppe and the 37mm ATGun hidden there.  The Russians section loses an element and is suppressed.  The entire 3rd platoon is pinned.


The woods are teeming with Germans!

The 2nd platoon advances towards the woods as well.

The 1st platoon moves a rear section forwards in the marsh and spot the 37mm AT gun.  The platoon in the marsh is only 2 sections strong and not strong enough to tackle whatever may be in the village.


Overview at mid game.

The 37mm AT fires at the section in the marsh, KOs an element, the section is suppressed and the whole platoon is pinned!  The Gruppe in the woods KOs another element of the 3rd platoon lead section but the 3rd platoon is no longer pinned.

Finally I get to try out the indirect HE rules – a few bounds ago the Company CO was successful calling the 2 82mm mortars, centred on the village MMG.  It does nothing.  Not surprising.

The Russians manage to continue to pour fire into the MMG and suppress it.  Only just – it is in a building and I am rolling really badly for the Russians.

Ok, The Russians make their charge – they advance towards the suppressed village MMG, the suppressed ATGun in the woods and the Gruppe in the woods.  Let us see how these infantry rules work!


The Russians advance.

In the woods, one section is suppressed while another element in the village opens up on the advancing 1st platoon section and suppresses it.

In return the Russians suppress the Gruppe in the woods and then move the remaining 2nd and 3rd platoon elements into the woods.


The Russians continue their advance into the woods

With most of the Germans that are in LOS suppressed, they do no damage to the Russians.  Now the Russians can fire back.  The Gruppe in the woods in down to one element, the ATGun in the orchard is gone.  It does mean I can bring on the SU-85s next turn. They are not aware of the third AT gun near the village but will assume the Russians will want to bring them on and think they will be OK.

The Russians continue to advance on the village.  The Gruppe in the woods is captured.  German elements in the village fire on the advancing Russians and cause some of them to be suppressed.

The Russians retaliate but do nothing!


Russians are closing in on the village but the defenders are well protected.

The SU-85s move to attack the village. And bang! The previously hidden 37mm ATgun opens up, fires a stick bomb at one of the tanks and KO’s it!  The range here is <250m so quite close for the stick bomb is effective.


SU-85s advance to the village.

Russians continue to advance where not suppressed.  The other SU-85 is also KO’d with the next shot by the ATGun.


Russians in the woods, two SU-85s gone.

There was another five turns of firing exchange between the Russians and the Germans – each would suppress the others and each would pass their morale tests.  1st platoon for the Russians eventually routed.   The Russians were losing elements here and there but still holding on. Eventually one Gruppe in the village was eliminated and the other Gruppe surrendered.


End game

Post-battle status

The campaign rules I am using for increasing status and replacement is based around sections.  My previous rules have 1 section = 1 base so easy to record the progress of a section and whether it routed or not.  With 3 bases to a section, it was rare in this game for a section to rout by itself (also not helped as I didn’t bother checking morale for sections).  I do like the effect of a section reducing in effectiveness as parts of it are suppressed or eliminated.  It does mean that the only actual sections that routed were all from the 1st platoon that failed a morale check.  The good news is most of the company is no longer Green.

Co HQ (Salkov) 3XP gained. New morale level is Regular.

1 Plt HQ (Formin) routed during the mission and are disbanded.

1 Plt 1 Sect (Amelin) routed during the mission and are ok to continue. 1XP gained. New morale level is Regular.

1 Plt 2 Sect (Vetrov) routed during the mission and are disbanded.

1 Plt 3 Sect (Yeltsin) was not in the battle.

2 Plt HQ (Shulgin) 2XP gained. New morale level is Regular.

2 Plt 1 Sect (Zimkov) 2XP gained.

2 Plt 2 Sect (Bogrov) 2XP gained. New morale level is Regular.

2 Plt 3 Sect (Letov) 2XP gained. New morale level is Regular.

3 Plt HQ (Tokarev) 2XP gained. New morale level is Regular.

3 Plt 1 Sect (Milyokhin) 2XP gained. New morale level is Regular.

3 Plt 2 Sect (Perov) 2XP gained. New morale level is Regular.

3 Plt 3 Sect (Slobozhanin) 2XP gained. New morale level is Regular.

Verdict

I like the rules, although not as fast as I am used to.  Not a bad thing really. These are sort of WRG but some of the mechanisms streamlined, mainly the firing.  Small tweaks to the spotting table, slightly simplified movement, slightly simplified morale, indirect fire has a calling roll and direct fire is now a single 1d6 per element with a few modifiers to get a suppressed or KO result without having to roll again.

Halfway though I was finding it hard to get the player A morale-fire-move then player B morale-fight-move working in my head, especially a player B can fire during any point of the  move of player A..  I found if I start the bound with the player A move it just made a bit more sense in my head (so now a turn is player A move, player B fire player A morale, then player B move, player A fire, player B morale.  Made it easier for me to follow.  And moving units are fired at by the other player as the units move, rather than wait until all moving is done and then adjudicate fire.  I had to do this as I was coming and going to the table over a few weeks and it was easier to know where I was up to and who had moved or fired or not. I also did start to lose track of which element belonged to which section that belong to each platoon.  Mainly as they were all in the woods and I am playing in a small space.

I also thought the game went on for ages with a lot of suppression lifting suppression, suppression, lift and putting it back on. Especially at the fight for the village. Just like it probably was in real life and a reflection that the game took longer than my own rules that play faster.  The WRG rules have no special close combat rules – MG and rifle fire is simply at lost more deadly at close ranges I am tempted to have a second suppression on an element (not a unit i.e. 1/3 of a section) equal a KO. This is to make up for the fact I am not checking morale at a section level.  Or maybe I should think of it as close combat and just move into contact so I could keep track of the different units.  Or extend the deadly close range a little further. I don’t think it was helped by continually passing platoon morale tests either.  Such high rolls!

I will reserve rules changes until another game.  This was a test of the rules as my 20mm forces were not with me but they are back so if I can find the time I will give the rules a go as I want to with 20mm and 3 figures representing one section.  It will be easier to discern units as the figures are taller and can group them close and use similar figures poses for each section.

Final word: And it is a few months since I played this game and I have changed the rules after all and created a mashup of these rules and my rules to hopefully have a faster game.  Planning is underway for multiple 20mm figure games over the Christmas holidays.

Monday, 1 March 2021

East Front 1943 Salkov Campaign, Mission 02. 6mm WW2 on a small table

Introduction

This is mission 2 in a small campaign I am doing to get in some 6mm WW2 games.  I am using a variant of Platoon Forward to generate the missions and opposing forces.  I  started with a Russian green company and they are still all green. While the game narrative is all handcrafted, the mission status may seem a little dry as I am using a spreadsheet to keep track of the Company and also to generate the missions.  Second game in and I change from my own rules to give the recently released Rapid Fire Reloaded a go.

Scenario

It is 1943 and a USSR infantry force is attacking a German infantry force. The USSR mission is a hasty attack.

The advancing forces have come up against an enemy position that needs to be cleared.

The terrain is mixed, with some wire deployed:

Key building | Woods |Light woods

Hill | Light woods |Light woods

Open, road | Orchard |Key building

Primary Objective (1) - Key Building

Victory is to capture the primary objective. Lose if do not capture the objective.

Major Victory is achieved if capture objectives with minimal casualties. Minor Victory if capture objective but take major casualties.

The USSR force enters in zones 7-9. The German force deploys in zones 1-6.

The USSR has green morale for its nine sections and four leaders. Support includes MMG, 2x75mm gun.

Available indirect support is 2x82mm.

The German has regular morale for its five sections and one leader. They start dugin. Support includes MMG + tank hunters + Heavy Tank .


The battlefield

Note: I am treating Light Woods as soft cover but visibility is 24 into Light Woods for moving units.

USSR Forces

Russians

1 full Company.

CoHQ Ldr (Salkov)

1st Plt Ldr (Formin), 1st Plt 1st Section (Amelin), 1st Plt 2nd Section (Vetrov), 1st Plt 3rd Section (Yeltsin)

2nd Plt Ldr (Shulgin), 2nd Plt 1st Section (Zimkov), 2nd Plt 2nd Section (Bogrov), 2nd Plt 3rd Section (Letov)

3rd Plt Ldr (Tokarev), 3rd Plt 1st Section (Milyokhin), 3rd Plt 2nd Section (Perov), 3rd Plt 3rd Section (Slobozhanin)

1xMMG

2x75mm AT Gun + tows

2x82mm mortar in indirect support.

German Forces

Germans

1 Zug HQ

   5 Gruppe

   1 MMG

   1 tank hunter team

1 Tiger I

All regular morale

Deployment

Where to defensively deploy the Germans?  I usually just set most of them up and then for a few have an occasional die roll to choose between some likely spots.  I may need to go think more on a plan more along the lines of Platoon Forward of allocating units to cards and allocating cards to locations.  Not for this game though – I want to play and not spend even more time tinkering.

The Germans have ended up with a defence centred around the building.  There is not really a reserve – the units of the hill could be a reserve if the Russians attack through the heavy woods, and if attacking via the hill the woods is the reserve.  The Tiger is a sort of reserve – will depend on the Russian line of attack.


German deployment

The Russians have it really hard in this game.  While they have a 2:1 advantage, they are green and so not great with morale tests.  They do have indirect support and in this game will need to use it to be able to win.  I think they will come around the right flank using the buildings and woods as cover. 

Rules used (a change)

I have been playing using my own rules for quite a few years. For this game I am playing using Rapid Fire Reloaded (RFR). I have already had one game with 20mm forces and hopefully can use RFR rules for the campaign.  For this game I am using 1 base = 1 squad = 2 RFR figures (so a base needs two casualties to be routed.  RFR is similar to rules I used 10-20 years ago - Take Cover!! - and my rules are derived from Take Cover!! So hopefully RFR can be the ruleset I can use, with only minor tinkering I am sure will be coming!  And converting inches to centimetres.

Game

The Russians move on the table.  It is weird - playing games for so long that are limited activation and now going straight to an IGO-YGO with no limits on the number of units that can move!

The Russians have moved 1st platoon (Formin) to in front of the orchards, 2nd platoon (Shulgin) leading; 3rd  platoon (Tokarev) and Salkov (Company HQ) are in front of the buildings.  The MMG is currently amongst the buildings but will move forwards as the infantry advances.  The AT guns are  heading for the edge of the orchards, once Formin has scouted in front to see that it is OK.


Russian entry.

The German MMG opens up on Formin’s platoon and Amelin’s section routs.


MMG opens fire!

Vetrov and Yeltsin move their two remaining 1st platoon sections in a race for the woods – smack bang into the Gruppe at the edge of the words!  Well, there goes the plan of stopping at the woods to call in the mortars.  The Gruppe is eliminated at the cost of Vetrov’s section. Formin’s platoon is down to one section but they pass their morale test.


Russians 1st platoon runs into a Gruppe

The ATguns have unlimbered and the 2nd and 3rd platoons continue to the far side of the woods.


Rest of company continues advances on the right flank

The German pour fire from the hill into the remnants of the Formin’s platoon – Yeltsin’s section - but do no damage whatsoever.    

Formin calls in the mortars that hit their target and rout the Gruppe supporting the MMG.  They also suppress the MMG (this rule borrowed from Rapid Fire for infantry under indirect fire). The AT guns open up on the MMG with HE but for no effect.


Gruppe gone, MMG suppressed.

The Russians continue to pour fire into the MMG but (amazingly poor dice rolls) fail to inflict anything. The MMG is unsuppressed and fires at Formin and Yeltsin’s section and they rout.  1st platoon is no longer in the battle.


The 1st platoon, just before routing.

Shulgin’s 2nd platoon make it to the edge of the woods to the right of the building.  They are spotted by the Germans who open fire on them from the building, the MMG and the Tiger.


Advancing Russians, the lead elements are spotted.

Only one of Sulgin’s platoon section’s  is routed (Zimkov’s), and the entire platoon is pinned.  Shulgin calls in the mortars but no effect.   Tokarev and his third platoon moves to the edge of the wood.  As does Salkov with the Company HQ.


The second and third platoon at the edge of the wood.

The Russians pour fire into the building – mortars, ATguns, Shulgin’s 2nd platoon, Tokarev’s 3rd platoon and Salkov.  They manage to eliminate two Gruppe and the Zug commanding officer.  The Germans check morale and out off the table.  The Russians have reached their objective!


The last German Gruppe in the building

Post battle

The mission resulted in a major victory.

Company HQ Salkov survived the battle.

1st Platoon Leader Formin bailed with others during the battle.

     1st section OK, leader Amelin OK.

     2nd section OK, leader Vetrov OK.

     3rd section lost many and is full of replacements, leader Yeltsin OK.

2nd Platoon Shulgin survived the battle.

    1st section lost many and is full of replacements, leader Zimkov OK.

    2nd section OK, leader Bogrov OK.

    3rd section OK, leader Letov OK.

3rd Platoon Tokarev survived the battle.

    1st section OK, leader Milyokhin OK.

    2nd section OK, leader Perov OK.

    3rd section OK, leader Slobozhanin OK.

Company status

Zimkov: Leader Salkov, morale Green, experience 4.

1st Plt Ldr: Formin, morale Green, experience 4.

1st Plt 1st Section: Leader Amelin, morale Green, experience 4.

1st Plt 2nd Section: Leader Vetrov, morale Green, experience 5.

1st Plt 3rd Section: Leader Yeltsin, morale Green, experience 0.

2nd Plt Ldr: Shulgin, morale Green, experience 4.

2nd Plt 1st Section: Leader Zimkov, morale Green, experience 0.

2nd Plt 2nd Section: Leader Bogrov, morale Green, experience 5.

2nd Plt 3rd Section: Leader Letov, morale Green, experience 4.

3rd Plt Ldr: Tokarev, morale Green, experience 4.

3rd Plt 1st Section: Leader Milyokhin, morale Green, experience 4.

3rd Plt 2nd Section: Leader Perov, morale Green, experience 4.

3rd Plt 3rd Section: Leader Slobozhanin, morale Green, experience 4.

Verdict

The Rapid Fire Reloaded rules worked really well.  There was only one gap on whether the Panzerfaust could fire on infantry (it has 4xd6 HE).  I don’t normally and checking the Rapid Fire rules they can only be fired on infantry in hard cover.

The Russian MMG never got line of sight to any unit to participate.  In hindsight they should have setup with the ATguns.

After playing this game, I dug out my own rules from 2014 that were a streamlined version of Take Cover!! (a Rapid Fire clone). They play very similar to Rapid Fire Reloaded. There are a few things in there that I may add to my games, mainly just to help playing solo.  The first thing I added in 2014 was a simple card deck where red = one side, black the other and when drawing a colour you activated a unit on that side.  The uncertainty helps when playing solo.  May do that for the next game.  The only other thing could be a -1 die modifier penalty for infantry moving and firing.

Thursday, 4 February 2021

East Front 1943 Salkov Campaign, Mission 01. 6mm WW2 on a small table

Introduction

I am planning to run a small campaign to get in some 6mm WW2 games with my own rules.  I am using a variant of Platoon Forward to generate the missions and opposing forces.  I will start with a Russian green company and follow it through as many missions as I feel I want/need to do.  Anywhere from 4-10 I feel at this stage.  Some of the Force and mission status may seem a little dry as I am using a spreadsheet to keep track of the Company and also to generate the missions automatically.

Company status at Campaign start

Leader Salkov, morale Green, experience 0.

1st Plt Ldr: Formin, morale Green, experience 0.

1st Plt 1st Section: Leader Amelin, morale Green, experience 0.

1st Plt 2nd Section: Leader Vetrov, morale Green, experience 0.

1st Plt 3rd Section: Leader Yeltsin, morale Green, experience 0.

2nd Plt Ldr: Shulgin, morale Green, experience 0.

2nd Plt 1st Section: Leader Zimkov, morale Green, experience 0.

2nd Plt 2nd Section: Leader Klimov, morale Green, experience 0.

2nd Plt 3rd Section: Leader Letov, morale Green, experience 0.

3rd Plt Ldr: Tokarev, morale Green, experience 0.

3rd Plt 1st Section: Leader Milyokhin, morale Green, experience 0.

3rd Plt 2nd Section: Leader Perov, morale Green, experience 0.

3rd Plt 3rd Section: Leader Slobozhanin, morale Green, experience 0.


Mission 01

Generated scenario

It is 1943 and a USSR infantry force is attacking a German infantry force. The USSR mission is a raid on listening post.

The force is ordered to raid into enemy territory to silence a listening post.

The terrain is woods, with 3x3 terrain:

Marsh | Woods |Hill

Light woods | Light woods |1-3 buildings

Crops | Light woods |Open

Victory is to spend at least 4 turns engaged in combat and cause several enemy casualties. Lose if do not capture a prisoner or listening post or inflict casualties in the 4 turns of combat.

Major Victory is achieved if capture a prisoner or listening post without sustaining significant casualties. Minor Victory if spend at least 4 turns engaged in combat without receiving major casualties and cause several enemy casualties.

The USSR force enters in zones 7-9. The German force deploys in zones 1-6.

Note: The defender will withdraw once shooting starts. Listening post zone 2?

The USSR has green morale for its seven sections and two leaders. Support includes 2xMMG.

Preparatory artillery consists of 2x82mm. Available indirect support is 3x82mm.

The German has green morale for its four sections and two leaders. They start dug in. Support includes MMG 2x50mm.

 

USSR Forces

USSR force

Seven sections and two leaders

CoHQ Ldr (Salkov) (on table as a leader),

1st Plt Ldr (Formin) (Formin on table as a leader), 1st Plt 1st Section (Amelin), 1st Plt 2nd Section (Vetrov), 1st Plt 3rd Section (Yeltsin),

2nd Plt Ldr (Shulgin), 2nd Plt 1st Section (Zimkov), 2nd Plt 2nd Section (Klimov),

3rd Plt Ldr (Tokarev), 3rd Plt 1st Section (Milyokhin), 3rd Plt 2nd Section (Perov).

2 x MMG teams

Indirect support:

Preparatory bombardment of 2x82mm mortars

Available support: 3x82mm mortars

 

German Forces

German force

1 Company HQ leader

1 Platoon Leader

4 Gruppe

1 MMG team

2 x 50mm mortars

All green

All dug in

 

Battlefield

View of the battlefield.

 Deployment

German deployment and Russian entry zone.

German listening post in the woods (mandatory) which is a Gruppe with Zug leader, and a supporting Gruppe and 50mm mortar.  MMG on the hill and the remaining forces in the farm buildings.

Woods cover a lot of the table.  Maximum visibility in woods is 12cm (table is 48cmx48cm)

The Russian, post pre-artillery bombardment, will thrust up the centre towards the woods.  2nd platoon (with MG) will provide flank resistance against any attacks from the farm while 3rd platoon will guard the left flank.  The 1st platoon, with MG and Company Leader, is tasked with finding the listening post.

Game

The pre-bombardment mortars supress the listening post!


Listening post suppressed.

1st (Formin) platoon + Salkov and an MMG enter up the centre.

(harsh activation rules means to move more than 3 adjacent units requires to activations and only have 2 activations in first move)


Main centre forces enter

3rd platoon (under Tokarev) enters on the left flank.


3rd platoon (under Tokarev) enters on the left flank.

Listening post rallies (needed a 5+ so good rolling).

Tokarev’s 3rd platoon continue to advance


Tokarev’s  platoon on the left flank.

After a little while, all Russian units on the table – mortars on the left, 2nd Platoon heading up the right of the centre woods and the leading Formin’s 1st platoon ready to probe the listening post.


Overview

Formin’s 1st platoon moves to edge of the heavier wooed area and does not spot the listening post (needed a 6) but they are spotted in return by the listening post that opens fire!  They pin two sections – Amelin and Vetrov.


Shulgin advances to protect the right flank of the centre advance.

The 2nd platoon moves forward.

The listening post continue to fire, suppressing  Ameliv’s section that was previously only pinned.


A centre section is pinned.

And then the German MMG opens up.  With excellent accuracy they take out all of Shulgin’s 2nd platoon that rout.


MMG routs the entire 2nd platoon under Shulgin.

The Russian MG opens up on the listening post – pinning one Gruppe and suppressing the other.


Russian MG fires

An event – a plane enters from the south and routs Amelin’s  supressed sections from 1st platoon.


A plane – who know which side? – routs a centre section

Tokarev sees a chance and the 3rd platoon (two sections) races into close combat with the listening post!


Tokarev charges the listening post

And routs the Gruppe on the listening  post! It is captured, although Perov and his section are casualties of the battle.

Flush with the win, Tokarev inspires his men to continue forwards into the other Gruppe.


Tokarev continues the charge!


And wins!

The Germans are all at a loss, having over 40% losses already.  The Russians have achieved their goal and retire.  The Germans do not pursue.


End game.


Post battle

The mission resulted in a minor victory.

Company HQ Salkov survived the battle.

1st Platoon Formin leader survived the battle. 1st section OK, leader Amelin OK. 2nd section OK, leader Vetrov OK. 3rd section OK, leader Yeltsin OK.

2nd Platoon Shulgin leader routed during the battle but OK. 1st section gone, leader Zimkov OK. 2nd section OK, leader Klimov gone.

3rd Platoon Tokarev survived the battle. 1st section OK, leader Milyokhin OK. 2nd section gone, leader Perov OK.

Section gone = suffered sufficient casualties to need enough new recruits to be green again.

Section leader gone – killed or incapacitated.  Sections drops a morale level (unless green - then stay green).

Company status

0: Leader Salkov, morale Green, experience 2.

1st Plt Ldr: Formin, morale Green, experience 2.

1st Plt 1st Section: Leader Amelin, morale Green, experience 2.

1st Plt 2nd Section: Leader Vetrov, morale Green, experience 2.

1st Plt 3rd Section: Leader Yeltsin, morale Green, experience 2.

2nd Plt Ldr: Shulgin, morale Green, experience 2.

2nd Plt 1st Section (replacement soldiers): Leader Zimkov, morale Green, experience 0.

2nd Plt 2nd Section (replacement leader): Leader Bogrov, morale Green, experience 0.

2nd Plt 3rd Section: Leader Letov, morale Green, experience 0.

3rd Plt Ldr: Tokarev, morale Green, experience 2.

3rd Plt 1st Section: Leader Milyokhin, morale Green, experience 3.

3rd Plt 2nd Section (replacement soldiers): Leader Perov, morale Green, experience 0.

3rd Plt 3rd Section: Leader Slobozhanin, morale Green, experience 0.

(note: at Experience 8 a squad will become regular)

Verdict

Using slightly revised rules form my other 6mm WW2 games where it is all 1d6 rather than 1-4 dice with 4+ a hit and varying the dice rolled.  The campaign system seems to go Ok after one battle.  Certainly generated a battle I would not have thought of myself.  And luckily relatively easy for the Green company.  Due to the close quarters melees and quickness of the battle I got to use the rally rules once, and not much firing or artillery rules either!