Halt & Roll Back the 6th Panzer, Comrade! | ||||||||||||||
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This was a much-postponed 4-session play-through with the wily & unpredictable, Goosebrown, leading elements of the attacking German 6th Panzer Division in the opening days of Operation Barbarossa. I led defending elements of the Soviet 2nd Tank Division. Both sides drew good leader sets, with the Germans having slightly better quality. This was combined arms scenario on two map boards. Thankfully there were NO pesky, towed anti-tank guns in the scenario instructions. Both sides drew better-than-average leaders, with the Boche attackers having a slight edge. However, there was no sign of Colonel Koll, himself. We used the FOW, consolidation, smoke/illum, hidden units (Russian), excess initiative, recon by fire and extended assault optional rules. German armored units were efficient and the Russians were not. Also utilized were these 2 house rules: 1) Road Movement for Mechanized & Foot Units – All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. The first session (game turns 1-5) featured a movement-to-contact and immediate armor vs infantry confrontation with Colonel Koll’s attacking battle group in the south forest of the Map 4. Meanwhile a mass movement of panzers cautiously approached from the south swinging west in a curving pattern to the east while sniffing for hidden Soviets units. At length, the Wehrmacht tankers stumbled upon a couple of BT-5 light tanks that they could see and a spirited exchange of AT fire ensued in the woods directly north of the town as the Russians drew first blood. The lead panzer elements in clear terrain north of the town ran headlong into a hail of armor-piercing rounds from four KV-1 platoons stationed in the northern portion of the town. At session end, step losses for the Germans totaled 8, resulting in a decrease in initiative level. Our truncated, second session (game turn 6 to mid-turn 7) featured the unexpected flight of a pair of BT-7 platoons from, near-certain death in the woods north of the town, as well as an exchange of multiple long-range AT shots. In the south woods, the Germans mounted a massive infantry-based, counter attack that pinned a pair of KV-2 heavy tanks & their accompanying infantry, but at the cost of an overeager Wehrmacht infantry platoon. The updated step loss tally was now 12 for the scrambling Germans, resulting in another decrease in their initiative level. Surprisingly, no Bolshevik steps were lost this session, in what might be turning into a possible Soviet minor victory. The third session (game turns 7-11) was a dramatic one for both sides with heavy fighting in the south forest and the exchange of many AT shots in the north. Step losses this session were: 8 and a leader captured for the Germans, and 5 for the Russians, including a step loss to an incautious KV-1 platoon. Both sides lost an initiative level in the fierce fighting, though the Wehrmacht managed to seize the initiative 3 of the turns played. Only 7 game turns remain to be played and the current victory point differential is now only 15 in favor of the defending Soviets. Our fourth session (game turns 12-14) was a horrific one for the Germans, and my worthy opponent chose to concede during the 14th game turn when it was clear that there were no longer sufficient German units to achieve any sort of victory. Final result: a Soviet Major Victory. This somewhat gamey scenario gets a 3 from me and is in need of a victory condition rewrite. However, it is suitable for SHARED or SOLO play, but as published it is likely a better choice for solitaire play. The more experienced player should lead the Axis side. Here are some suggestions for improvement in shared play: A. Use the pair of Pz-II light tank platoons as recon units able to see enemy formations in limited terrain from up to 4 hexes away, B. There is no German Colonel Koll in the scenario setup, who is mentioned in the writeup. Select & deploy the appropriate leader counter to play this historic role, C. Deploy the all the Soviet units in hidden mode and use the recon by fire optional rule, and D. The victory conditions should include a geographical objective for the attacking Germans side. |
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