Hoch und Deutschmeister |
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This is my first play in the Fire in the Steppe module. Scenario one, Children of Vienna, pits German forces of the 44th Infantry Division (formerly the Austrian 4th Division, ‘Hoch und Deutschmeister’) against the Soviet 87th Rifle Division. I chose to start with this scenario as I have always had a deep admiration of the Austrians in PG (Hopeless but not Serious is my favorite PG expansion). The initial reconnaissance consisted of two squadrons of cavalry entering on the first turn on the western edge. I deployed them in three stacks of two, each under the command of either a Captain or one of two Lieutenants. They advanced down the road that crosses between two wooded areas, where the Soviets had deployed their starting forces, consisting of two companies of infantry, supported by a HMG platoon and a 45mm ATG. Let me start by stating that the Soviet leaders randomly selected by the PG-HQ Impartial Leader Selection tool were abysmal. Of the 8 leaders selected, only two provided modifiers (a 10-1-1 Captain, and a 7-0-1 LT). Soviet leadership at this early period was shockingly poor. Lady luck played a huge role in this scenario as Soviet opportunity fire was ineffective to say the least. The cavalry recon, emboldened by two rounds of desultory fire from the Soviets occupying the tree line, closed to the adjacent hex in preparation for an assault. On the fourth turn, as the bulk of the German forces arrived, the cavalrymen closed with the Soviet border guards and dispersed them entirely. Each assault produced a result of a morale check, which the poorly led Soviets were unable to withstand. With the Soviets fleeing deeper into the woods, the road was clear for a rapid German advance to the target town. Lady Luck would further influence matters. The scenario begins at 0900. The Soviets roll for their reinforcements at the beginning of each turn. On a 4-6, the reinforcements would appear on the eastern edge of the map. The reinforcements would not arrive until the 1130 game turn. ELEVEN turns passed before the Soviets reinforcements would arrive. BY the time their reinforcements arrived, the Germans were fully ensconced in the town, occupying all hexes with fire stacks in place, and mortars deployed. The Soviets deployed as best they could, and bravely advanced to reclaim their town, but they attacked into a ready and prepared defense. German fire stacks ripped into the ranks of Soviets as they advanced. Opportunistic fire by the German mortars against the Soviet truck bearing the 45mm ATG resulted in them becoming demoralized and separated. Devastatingly accurate concentrated artillery fire from the dedicated 3x16 OBA shredded the Soviet formation. The Soviets were so battered and dispersed in their initial advance that the Germans gleefully shifted back to the offensive. The Germans would systematically reduce the Soviets, advancing behind the artillery wall, engaging with fire stack at 2 hex range, and then assaulting the demoralized Soviets stacks. The end of the game found the remaining Soviets, demoralized and shocked, cowering in the fields to the southeast. The German cavalry in this scenario is very weak (3-2 at full strength), but their morale (8-6), coupled with outstanding leadership, allowed them to prosecute a battle of attrition with the screening force they engaged at the start. A seesaw battle in the woods to the west finally saw the destruction of the Soviet ‘at-start’ forces, although at a cost of 7 steps of German cavalry. The butcher’s bill at the end of the battle tallied 7x steps of German cavalry (3 of which were the result of friendly artillery fire) and 1x step of German infantry (also due to friendly fire). The entire Soviet force was destroyed, save for a reduced company of infantry, a 9-0-0 Captain and a 6-0-0 Lieutenant. The Germans met 2 of 3 victory conditions, and had to settle for a minor victory despite the slaughter inflicted on the Bolshevik horde. The Soviets were able to retreat their 3x remaining platoons to positions astride the east-west road which negated a German victory condition. Another couple of turns would have seen their destruction as well. I may have to play this scenario again just to give the Soviets a chance to bring their reinforcements on earlier. Had they been able to occupy the town first, the Germans would have had a much tougher fight on their heads, as they would have had to clear the streets. I don’t think the Soviets could have held out forever, but they certainly would have given the Germans a bloody nose for their efforts, rather than the unopposed advance experienced in this scenario. I rate the scenario as a 4 based on what could have been. If we had partial values, I would have rated this a 3.5. |
1 Comment |
Fun reading this thnx for the effor. Im new to Panzer grenadier so this was helpful. Have this scenario set up right now.