A battle of the absurd | ||||||||||||
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I'm quite surprised that there haven't been any draws recorded for this one. Both sides have some challenging VCs to meet; somehow the Soviets need to prevent any German units from occupying territory north of the east-west road and the Germans need to occupy two town hexes by the end of play, most likely with their very vulnerable cavalry units. I think I was playing for a draw to begin with the Soviets as I could not fathom preventing hexes north of the road from being occupied unless the entire German force was eliminated. Instead of digging in units around the road leading into the town I chose to deploy the Soviets in the southern wooded area, spread out to pounce on either edge of the woods. A HMG unit was deployed on each flank being able to range any unit to the edge of the map. This wouldn't stop the German advance north but at least hopefully slow or pin down a few units and disrupt the rabble of cavalry. The Germans enter the map from the southeast in one mass and send out their one reduced unit of SdKfz 222 armored cars first to distract the Soviet HMG unit on the western flank. Instead of holding back their opportunity fire for the more vulnerable cavalry units the HMG opens up and rolls "snake eyes" effectively eliminating the whole open-topped armored car unit. This was very unnerving and utterly disgraceful for the intial German advance. The cavalry split-up; half continuing to ride north around the wooded area from the east while the others trudged through the woods with the support units to engage the Soviet center. In response the Soviets break off their center positions, sending a few platoons of INF for the town and swing their west flank in driving south to take on German units in the woods. Immediately a cavalry charge is made through the woods and all the units make it into the assault. This one assault would begin as a stalemate and last the duration of the battle with both sides whittling each other down in strength but also with both sides continuing to be able to rally or reinforce units within. Meanwhile, the other cavalry detachment becomes disorganized by OBA and mortar fire while the Soviet INF units win the race to the town. Soon cavalry units become pinned down after the German Major deserts after failing to recover from demoralization. This prevents them from moving into the fields for cover and a few steps are easily picked off from indirect fire. The German plan was to tie-up the bulk of the Soviets in the woods and for that they were successful but they never managed to break out in the end. This resulted in both sides losing equal amounts of steps. Meanwhile the remaining cavalry would wait around for an opportune moment to try to occupy the town while pelting the defenders with their OBA. This started to make for a very long, drawn-out stalemate until random events began to intervene. As luck or misfortune would have it both sides would lose their OBA support due to shell shortages while at the same time both sides would receive sporadic air-support as compensation; none of which were effective and almost always missing their targets. It would appear that both sides had blundered with their plans in both attacking and defending; both side's VCs seemed highly unattainable. However, the Germans only needed to occupy two town hexes by battle's end so the cavalry would attempt to ride the storm out until the last moment and then make a dash for it. Then, at 14:15/turn 18, the motherscratcher of all random events occured resulting in a complete Soviet withdraw of all units from the battlefield through another change in orders! Stavka's blundering would break the stalemate literally handing the town over to the Germans. Instead of just calling it quits right there the next six turns were played out in sudden death. Soviet INF left the town to attempt to engage the cavalry while units in the woods went from defending to attacking in the long and drawn-out assault. This made for a very intense final six turns and the Soviets did get the upper hand in the assault but it was all in vain at 15:30 with the conclusion of turn 23 when all Soviet units had been withdrawn. Losses were about equal. Germany lost their Major through desertion and a Lieutenant in an assault along with 9 steps of CAV and the SdKfz 222 unit; the Soviets lost their Captain along with 7 INF and 3 HMG steps. So this makes for three EF scenarios where a Soviet change in orders random event resulted in either a partial or complete withdraw of their forces resulting in a Soviet loss; so far the Germans have been very fortunate in that regard. But I like using these random events in my solo plays. And, in this case gives this scenario a high replay value for me. While a Soviet victory seemed highly unlikely they were very close to getting a draw until they got their change in orders. It was hard to rate this one given all the random events which occured but can honestly give it a solid "3" for now until revisited. Really think this one would provide a lot more of a challenge and enjoyment in a face-to-face match, random event-free. As already mentioned in the other AAR there are many ways for either side to play this one out, attacking or defending. |
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