Author |
waynebaumber
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Method |
Solo |
Victor |
Soviet Union |
Play Date |
2015-08-09 |
Language |
English |
Scenario |
KRBT004
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This cracking scenario played across 4 maps has a very strong German force including 5 platoons of Tigers attacking dug in Soviet forces with minefields and tank reinforcements on the way.
The Soviet commander digs in on the Northern ridge with mines to the front on one flank and on the other put the majority of units in the large town on board 40 with mines scattered along the north south road.
The German leader has three objectives needing any two for a minor win. The objectives are take all town hexes, clear one north-south road and exit 20 steps of the north edge.
The exit 20 steps looks fairly easy to obtain using the PZIII and Hanomags, but the other two far harder and all three seem unlikely. In my game the Germans went for trying to clear the eastern north south road, just sending a diversionary force against the town.
At game start the German force roll over the few Soviet forces left as road blocks with little difficulty, however the first ominous sign for the Germans was losing a TIGER step due to a very lucky shot from a dug in 76.2 artillery piece. Worse was to follow as accurate Soviet OBDA caused further casualties and delays to the German advance. The German Col rashly deciding that some real leadership was required at the front of the attack led the first wave of assaults in person against the Russian dug outs, this resulted in a mortal wound for the Col and further delayed the assault against the main Russian lines. There was now a bitter action along the ridge line as TIGER tanks threw themselves against the Red Army lines which held firm, although there were few TIGER losses the tankers morale was shaken and for almost 60 minutes the attack was held on the first line of Soviet defense.
Meanwhile enough PZ111's and SPW's had gotten of the map for at least one objective to be met. However those forces may have been better used attacking the rear of the Soviet lines rather than exiting off at the first opportunity.
The game now developed into a bit of a slug-fest on the ridge line with up to five assaults in progress over the the last few game turns. On the other flank the German forces had at last reached the towns outskirts but accurate ATR and HMG fire drove off the supporting INF and SPW's which meant that the town would have to be assaulted alone by AFV's including the FlamPZ's this was more in desperation than anything else and although Soviet losses were high (some due to the KOM who was not happy with some his gunners who fled from the advancing tanks) the German tankers were soon embroiled in desperate street fighting, Melikhovo would not fall today.
On the ridge line the main Russian line had been breached, but Soviet units rushing from the other flank had now dug in along the road, as the last turn was reached the German commander through everything into some rather forlorn assaults in a last desperate effort to gain a victory but to no avail. The result a much needed Russian victory.
Well this was a marvelous scenario which had a lot of action and some nail-biting moments with momentum swinging early to the Red Army then back again to the Wehrmacht, very tense even for a solitaire game. I rarely give a 5 in solo games but this scenario ticks all the boxes.
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