Sunday, March 13, 2011

BKC WWII Soviet Escort

After a rough week (insurance companies are EVIL and any dealings with them should be undertaken with a hatchet at hand...) Saturday brought some light relief and the chance to blow off some steam battling the Fascist forces...always a welcome distraction from the hassles of modern living!
On the table were two 2000pt forces for a Blitzkrieg quickie
Germans - 1xCO9, 2x HQ8, 1xFO7, 3x INF, 2x MG - in Sdkfz -, 5x StuG, 3x PzIV, 1x Tiger, 1x Nebelwerter - in Opel

Soviet - 1x CO8, 3x HQ8, 1x FO6, 5x INF, 7x T34/76, 2x SU76, 2x Katyusha, 2x GAZ Quad MG

To keep things moving the scenario called for the Soviets to escort a GAZ truck through a road junction within 12 turns (or break the Jerry force)
Early command rolls didn't go too well for either the Soviets - who on turn two suffered a blunder which suppressed a T34 platoon without any other consequences - or Germans until in turn 3 both scored snake eyes and advanced speedily.The Germans took up ingenious positions to seal off the village the Soviets were entrenched in and I found myself a little at a loss for how to complete the mission.
The main German wing was closing in and my FO on top a hill called in a strike: I banked on my opponent stopping in the open ground between a town and woodland, calling in the strike at his ridiculous CV6, and the inaccurate Katyushas hitting their targets despite the deviation die plus 5d6 which the strike involved. Miraculously, all three unlikely factors came together magnificently and 16 die were dropped on the main German body - effectively putting the Germans in a very bad position. Pz IV and Tiger were bye-bye as well as an HQ and FO!
As my FO raced over to the other side of the board against time to effect another barrage, the Russians spent two turns trying to order T34s through a farm. On the far right the advance was also stalled by bad rolls. The Germans maintained their positions and by turn 7 it was clear the RKKA would need a breakthrough all or nothing gamble or they'd be stalled in the village.
Six successful command rolls over two commands brought every T34 gun to bear on the StuGs blocking the road in the same turn...my excitement (and my opponent's dismay!) were uncontrollable as two of T34s were suppressed in the fighting but her three StuGs went up in smoke.

Three turns from game's end the road was clear and the Germans broken with no Soviet casualties save for three suppressions.
The Germans dug in for a dire last resistance but the truck was allowed to pass without hindrance as the remained of the Soviet army forced the thrust forth.

LESSONS LEARNED
Position FOs well. In the words of a great old king "Artillery is the final argument of kings!"
Search for LOS and commit to a plan. Stick to it. My plan was ambitious and quite daring, given I banked on three T34s behind linear terrain holding off 3x PzIV and 1 Tiger in the open while 4 T34s held off the rest of the Jerries. The artillery strike was actually my fall-back plan and I didn't bank on it working. When it did, the relief was huge as the left Soviet wing could be directed to concentrate on the StuGs on the road. Now the odds went from 1:1 to 2:1 and T34s at half range are a force to be reckoned with, if not because Soviet command sucks. Anything but "keep moving, comrades!" is hard to pull off. Even that, as my advance through the farm showed, can be a pickle. Truth be told I could have maneuvered AROUND the farm but my feeling was they'd be pounced upon in the open by the Jerries and I preferred to take three turns, move through the linear terrain, and at least have them come out the other end in one peace than rush them thru into German guns unprotected. I'd have opted for that had I had something to close on the Germans with as they took the "bait", but in the event they weren't bait as much as they'd have simply been sacrificed outright!
Germans are fast and disciplined. Artillery counters that. As in real war, it denies areas of movement as it did in this game. Concentrate artillery. Fire to suppress if the aim is to move forth. Fire to kill if the game doesn't have a limit on it. ANY cover is better than no cover. Best to advance slowly and safely than to dash out unsupported. Avoid the open at all times.
But most of all have a plan, stick to it, and pray to the dice Gods. And have fun!
Thanks for stopping by!
S.

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