Playing It Safe |
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The Soviets enter with ample armor (all T-34s of various models) and a battalion of SMGs riding the tanks. The Germans have a badly weathered battalion with some gun support. The victory conditions call for the Soviets to exit units and either cause losses or take a town hex. The Germans conversely have to keep the Soviets from leaving, cause losses and hold the town. The difficulty is that the Germans do not have sufficient force on board to stop the Soviets from exiting but will rely on some reinforcements (STuGs and SCH) to add some strength to their outlying position. The Soviets enter well away from the town with the intent of smashing the outlying defenses (2 SCH and 2 weapon units, dug in in fields to the south of town) and, if fortunate, then turning back to the town to try to take some control. The Germans, however have a morale differential and with the Soviets carrying only a 7/6 morale the SMGs are subject to becoming disrupted in their advance. Hammered by artillery and long range opportunity fire (20mm and 75IGs) the SMGs fall off the tanks and try to recover. Ultimately through direct losses, etc. 11 steps of SMGs are eliminated. The T-34s, however, are very effective in moving forward and easily get three full platoons (which count for 12 steps of exiting troops) off the board. Without effective infantry support, however, the Soviets do not approach the town and settle for a minor victory which the Germans also reach through step reductions and control of the town. A draw is reached. The situation in this one depends on the aggression of the Soviets and the reinforcement rolls. As I was not able to get the STuGs on the board until the 4th possible turn I was not able to contest the Soviet exit. This could make the scenario more interesting. I give it a "3". |
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