A Long Road and Bitter Fight | ||||||||||||||
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Soviet Minor Victory. Overall this is a very well balanced scenario that poses multiple dilemmas for each side. Each side has multiple courses of action. Victory conditions are based on step loses, controlling the town, the Soviet player getting steps exiting the south, and the German player preventing more than 15 Soviet steps from exiting (tanks counting double). I played campsawyer over Skype. House rules used for balance: AT Guns are hidden until spotted to prevent "perfect" Soviet knowledge at start and prevent massed arty and tank avoidance. Scenario Consideration: Soviets - The Soviets can get 15 VPs for occupying the town on board 1. However, if the Germans defend with at least a company, they can sufficiently deny Soviet control of all 5 hexes, tie down 3 x worth the Soviet force and make him split his efforts to have insufficient force to attempt a penetration. So - at best- the Soviets could get 15 pts for the town, but fail to get 15 steps off board and end with a net result of 0 PTs - leaving it to pure step VPs. When you do the math, it adds up better to give the Germans the 10 points he gets for the town, deny him the 15 he gets for preventing penetration. In that case the Soviets end up with +5 pts, plus points for every step exited, this puts victory in favor of the USSR and masses his forces 3+:1 vs. dug in Jerrys. The math comes down to how fast can you move your slowest units - namely HMGs and in this case it ties them to the roads. Additionally, an interesting special rule is that the Soviets lose initiative for EVERY leader casualty - so that makes leaders very attractive targets to the Germans more than usual and are a potential center of gravity for defeating the Soviets. Germans - Ultimately, the German has to decide if he is to spread his meager force and try to defend everywhere and disrupt a Soviet penetration sufficiently or to give up the town and mass his defense to try and block a penetration. He has to put some force in the town, or else he surrenders VPs to an unopposed Soviet sweep. But he cannot put too much in the town and risk it getting bypassed. He has to place the AT guns where they can best range most of the board and lure the Soviet tanks into engagement areas. Set-up/Plan: GERMANS: The Germans revealed their set-up as a standard disruption pattern. I assessed he would try to defend the town, and disrupt my movement down the road sufficiently to try and conduct an AT ambush and delay me from exiting forces. - He place a singular leader in the large woods on board 1 to serve as a forward observer and prevent any strategic movement. -He placed a reinforced Infantry company (3 x INF, 1 x HMG) in the town, plus a mortar battery in 0302 (3 x 81mm). -An dug-in HMG company (2 x HMGs, 1 x INF) just north of the intersection marked his initial disruption zone - An Infantry Company (3 x INF) in the woods on board 5 anchored his right flank - An Infantry company (-) (1x INF) and 75mm Infantry Gun wer set up on the hill anchoring his left flank with 2 x INF PLTs dug in the vicinity of 0709 as a blocking force. - I assumed his AT Guns would be in hex 0707 (I was right) and 0811 (I was wrong - it was in the town) SOVIETS - I decided I would go all in on the penetration. My plan was to use the Infantry Regiment to attack along the road in the center. The road would anchor the HMGs to allow them to move in a bounding manner down the road at movement "3" I would try to maintain a solid chain of command to allow single activation to mass movement and never keep forces from moving due to Fog of War. The LT COL was centered in the regimental column with Infantry advancing in adjacent columns by bounding platoon on the east side of the road in order to avoid direct fire from the town would try and stay out of mortar range as long as possible. I would use the large woods as a rally point for fleeing infantry and a base of fire for my mortars, 120mm mortar. mY BT-7 BN and SMGs were my Reserve. They were to advance into the field near the town to demonstrate near it and fix German forces there until I could quickly move tot he east side of the road to get off board. I intended to never use them in the combat but instead use them to penetrate off board and get the most VPs I could for them... but I changed that to my detriment. Execution: To Be Written Assessment/Techniques, Tactics, Procedure Recommendations: GERMANS:
SOVIETS
MVP: I vote the German 10-2-1 LT and his HMG PLT as the German MVP. These guys started the game in forward positions and were generally overrun by a Soviet Infantry Regiment. They successfully withdrew from close combat and turned the tables on their attackers. In the end, I think these guys totaled about 6 Soviet steps, and ended the game in good order and positioned to continue to do some damage. MVP Soviets: I think have to go with my 9-0-1 LT who was able to lead 3 INF PLTs across the board, successfully assault and destroy one of the AT Guns making it possible for me to exit my tanks and trucks that got off the board and then the LT and INF PLTs made it off the board. My runners up were my LT COL and the CPT that kept getting targeted but surviving long enough to keep the regiment moving to the objective. German Casualties: TBD Soviet Casualties: TBD |
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