Pigs Can Fly....or The Impossible Does happen sometimes | ||||||||||||||
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The Russian, fearing that being caught outside the town would only result in step loss, without significant delay, set up on the center map seam with the units assigned to Map 6. The AT gun, and the remaining two infantry set up outside the town to the north/south Dug-In….the HMG set up in town. The Austrians Cavalry swept in from the northern part of the board, and started calling in the off-board artillery as soon as they could see the units fleeing back to the town, or set up in it. The Soviets rolled for reinforcements—4-6 every turn—and got it on the first roll….and that saved them I think. They reinforcements immediately headed for the town, set up machine guns on west facing perimeter and started digging in infantry on either side of the town. The Austrians on Turn four swept in from the west, moved along the road at full speed, and immediately started to surround the town. Most of the infantry came at the town from the west, but a battalion (6platoons) and cavalry came around the forest to approach from the north. There were frantic attempts to thwart the Cavalry by Russians in the Woods to the north of town, to no avail—too many Austrians, not enough Russians. The Austrian 48pts off-board was disheartening…no stack could survive long in the open, and only through great luck in the town. As the Austrians came in the Soviet Mortars tried to slow them down to little effect….the Austrian HMG groups started hurting the Dug-in units…soon the Austrian infantry was assaulting them, and the Cavalry getting some licks in as well. The Russian Machine guns caused the Austrians to try and avoid full stacks…which might have allowed the Russians to survive a little longer. Soon enough, all Russians out side of the town had been eliminated, and the town was a bristling hedgehog of Machine Guns, Infantry, AT Gun and mortars….Trying desperately to stay only 2 combat units in any visible hex---with the 48 artillery in the area—it was a death sentence to over-stack. The last 6-7 turns were up close and personal firefights with the Austrians adjacent to the Russians just outside the town hexes. The Austrian commanders negating significant amounts of damage received with Morale check help, or quick recovery. Russian unit Disruption and Demoralization continued and being in the town, or being able to retreat to the center to avoid fire, were all the Russians could do to try and withstand the firepower applied. Starting about 5 turns out from the end the Austrians started assaulting into the town…in the first assaults they occupied 4 of 7 hexes. And here the game started to swing. Rolls of No effect, or amazing recoveries kept the Austrians and Russians engaged…. The Austrians started clearing the hexes…the Russians had no where to go when being forced to Flee assault hexes on numerous occasions. Finally, in the last Turns the Austrians could not remove the Russians…they were battered and Disrupted mostly---but they were not eliminated. The Russians made a desperate dash to get to the edge of the town with an HMG and the Major—abandoning their comrades in the center Assaulted hex. This allowed the Russians to have a unit adjacent to the east-west road---and prevent the full capture of the Town…. Resulting in a very surprising Minor Soviet Victory---which surprised us both and was not clear on how it was going to go until just about the last two turns… Some dramatic swings—great successes unexpected, and expectations dashed of major assaults or bombardments. CITIES are hard. Very enjoyable game—I, as Russian, expected to be crushed much sooner. The town’s protection and ability to recover in the center of the town—out of sight where I could be—helped more then expected. We learned a lot about coordination and process. Town attacks are going to be an issue in the future…as Dan said “They used to call them Sieges”….I can see why. |
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