This scenario saw a German infantry force of 2 x platoons attempting to breakthrough a ring of Soviet infantry that closed the gap created by Ferdinand breakthrough on the northern shoulder of the Kursk battlefield.
|Germans starting from the black baseline. They must exit squads off of the red baseline.|
This was a great scenario to learn the valuable lessons the game is trying to teach you about fire, suppression, and movement. You're in a race against the game clock to get troops off the Soviet baseline but you've got to cross a very deadly open area to do it. The Soviets, short on manpower but heavy on firepower have 2 x HMG sections, and 2 Rifle Squads with which to stop you! I looked at this scenario thinking it would be a pushover for the Germans....
|Starting positions. The game is played between the yellow dice.|
|My Crossfire Germans. 6 x squads|
|Soviet HMG ready to cover the deadly open ground|
|Another Soviet squad in the rubble of a burned out farmhouse.|
|Soviet command marker|
|Soviet HMG section "out of command" on the German right.|
|And out of command on the German left. This should be a cake walk for Fritz! Right???|
|Second platoon on the advance! the distance to the orchard looks so close. But so very far away!|
|Soviets start scoring some pins as the firefight builds in intensity.|
|The Germans, eager for revenge, turn all their fire towards the orchard and KO a Soviet squad!|
|Aware of the HMG threat, the Germans throw smoke into the field to cover their Kamaraden's advance....|
|The gambit largely works...for now.|
|schnell schnell schnell!|
My question here for Norm - is that 1 hex retreat all that happens for a squad that fails the breakpoint morale test? So can they advance per normal in their next turn if they're in command? That's how i played it, anyways.
|Soviet HMG section on their left (German right) bugs out 1 hex from the scrub.|
|German high water mark for the battle. Barely reached the hamlet...|
|Germans reach their morale break but most squads pass the morale check as they're in cover. Second platoon ceases to exist as a fighting force.|
|into the jaws. The first platoon moves out. The HMG section from second platoon can't seem to get their act together and the clock is running out!|
|German CO is getting nervous. Ivan just is not breaking here.|
The game clock. 1106. 1110. 1114, 1118, 1124, 1136, 1146, and the game ends at 1154am. Worth mentioning here that the "doubles" roll saw a Soviet sniper in the rifle squad pin the German HMG section, and the Soviets rolled a "command post hit" result, attriting both sides' CPs. Bad news for an already attrited German force.
|The Germans break off their attack. But they'll be back!|
|Battle honors for this HMG section and the rifle squad!|
|Heroes of the Motherland!|
|Battle is over|
What a game! And played in a little under an hour. I will play this game again to see how the Germans fare. The Soviets didn't use their wire/obstacle either so it would be interesting to see how it would have played out with their mobility hampered.
Lots of lessons learned but again, our metal and plastic soldiers get to go home at the end of the day.