Showing posts with label ww12x12. Show all posts
Showing posts with label ww12x12. 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.

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!

Sunday, 18 August 2019

WW2 6mm game East Front 1942 testing out my own platoon rules

Introduction
Playing a small 6mm WW2 game on a 2’x2’ table using my own rules converted to cards.

Rules
These rules were designed for the 12x12 grid games and are very close to the same rules I playtested in 2018. I have been tweaking the rules just a little and decided that as an experiment I would convert the rules to cards rather than use dice.  I was influenced by Buck Surdu's Combat Patrol.  While I followed the testing of Combat Patrol on his blog, I do not have the game, nor have seen it either.  I simply converted the results in my rules of combat, melee, spotting and morale into 72 cards.  All unique results fit onto 36 cards but just doubled it for ease and greater randomness.  They are printed on paper but if I like it I will glue them to some playing cards.  No dice were rolled during the game.


Sample card with results (from top to bottom) for combat, melee, activation/event, spotting, artillery, unit morale, force morale and then a row of various helpful rolls - 1d, direction etc.

The rules were for WW2 6mm on a 12x12 grid as a portable game.  I was thinking of playing them at home but realised I could play on my 2’x2’ board and simply convert 1 square to 4cm.  This battle report is the result.  To create the battle I used a very rough spreadsheet to randomly generate the forces, terrain and objectives.

Scenario
The Russians need to clear the building in the top right.  Enter anywhere on bottom edge.

The table, Russians enter at bottom; objective at top right.

The Russians will also get a minor victory if after 8 turns of combat they have scored more casualties.
The Germans all start onboard, dug in and hidden.

Troops
Russian
Regular morale

The two Russian platoons

2 platoons with a total of 5 sections (2 platoon leaders)
2 MMG
3 AT rifles
3 81mm offboard support


German
Regular Morale;better command than Russians

The German defenders

1 Zug with a total of 4 Gruppe (1 Zug leader)
1 StugIIIE
1 MMG
1 IG18 75mm gun onboard support


Game
Germans set up with defence around the farm with the infantry gun on the hill.
Russian first move is not subject to activation limits.  Small platoon is moving through the woods; larger platoon is heading for the hill.  One section is testing the centre by going through the fields.

At the end of the first turn, also showing the German defenders.

A random event sees a plane swoop across the battlefield.  It routs a Russian AT Rifle and suppresses an MG in the woods.  It also suppresses an MG and Gruppe defending the objective! The Germans subsequently rally off the suppression.

German defenders suppressed by a random plane.  They recovered later.

The Russians send two sections up onto the hill.  The infantry gun sees them coming and fires on them, pinning one.  The other charges into close combat.  They are locked in melee.

Russians charge the German gun on the hill.

The Russians press their advantage (got activation again) and move the rest of the platoon up onto the hill. They lose the MMG section but hold the hill.  The MMG will be missed - the whole reason the platoon took the hill was for a fire base centred on the MG.

More Russian attackers join the fray.

The Germans turn the Stug towards the hill and fire...and miss.  It has another go..and misses again!
(It was a few moves later I remembered that in the rules I cannot activate a unit twice in a row.  The things you forget after a year!)

The AT Rifle has a small chance of doing some damage - it fires and pins the Stug; the platoon leader rallies the pinned section and they both move off the hill towards the village.  As they cross the road, they suffer reaction fire from the German Gruppe behind the row of bushes.  The platoon leader and a section are pinned just as they start to cross the road and retreat. They lose their bearings in the retreat and move an extra distance at the base of the hill (random event)

The Russian AT Rifle gets a lucky shot at the Stug and pins it.  Meanwhile the rest of the platoon tries to cross the road but a German Gruppe pins one of the sections.

The Russian MMG in the woods does not recover from being suppressed. The other two sections advances to the edge of the wood.

The Russians move to the edge of the wood.  They will wait in vain for the  other flank attack to occur so they can cross the open ground.

On the other flank, the Russian section takes a shot at the German squad that fired at it as they crossed the road.  The Germans fire back at the section at the base of the hill, suppressing them.  The Stug unpins.

Germans and Russians exchanging fire.

The Russian section at the base of the hill unsuppresses and the Stug pins the AT Rifle on the hill.  Another Russian squad (the one that crossed the road) fire on the German Gruppe that is suppressed and then routs while trying to recover!

Finally the German Gruppe blocking the road routs.

The Gruppe hidden in the crops moves up closer to the Stug to lend support (random event - move 4cm in a random direction).  However this Gruppe fires on the annoying Russian Section and suppresses them.

However their is another German Gruppe to contend with.

The Russian section with the platoon leader at the base of the hill moves to the hedgeline, fires at that Gruppe and forces them to retire from the field!  The Russians also manage to clear the suppression and  pins from the units around the hill.

That Gruppe also routs!  Only the Stug is in the way,

The MMG in the woods of the other side finally has enough and retires from the field (tried to rally them but a bad card draw!)

The Stug forces the platoon leader and section to retire to behind the hill

The platoon leader is forced to retire to cover by the Stug.

There is only one thing for it - charge the Stug with infantry!  Oh dear, the worst result possible - the infantry is suppressed in the field.  The platoon leader unsuppresses the section and moves  up to near the Stug but is pinned as the Stug sees the move.  The section suppressed in front of the Stug routs.

One of the Russian sections takes the opportunity to charge the tank.  It was a chancy affair and the Russians are suppressed and then rout.

This is when I remember I have an AT-rifle and section in the centre and there is no LOS to them from any Germans.  I move them up to the hedge.

The centre section, wondering if they had been forgotten (they had) advances to the bushes with an AT Rifle, ready to attack the Stug at close range.  The Stug unleashes at them with its MG and they rout. 

In a stroke of bad luck, the Stug MG that has been unable to kill anything it has fired at so far manages to destroy the advancing section and AT rifle.  The Russians have lost more than 50% and take a force morale check.  They lose heart and retire off the battlefield, the objective untaken.

The Russian decide to retreat.  The fores at the end of the game are shown. 

Verdict
Losing the two MGs hurt the Russians, and it was hard to shift the Stug.  And also if I had remembered about the extra unit in the centre earlier it would have made a difference as well!

The cards worked fine.  I think I turned about 80-90 of them for the game.  It did take a little while to get used to reading a result on the card rather than converting a dice roll into a result.  But I was getting into the swing of it by the end.  Planning another couple of games at least.  I may reprint the cards as there are a few colour coding errors on the card (result was correct but the colour for it was not right), I can simplify the combat chart (maybe).