Dave was over last night and I wanted to introduce him to Peter's excellent WW2 rules with my added modifications p(QRS linked)laying out a portion of the Battle of Kharkov in 1943. Not only was this a great run-out for hand-drawn snow mat, but also playing Peter's rules with another live human being (always a plus!). The main objective of last night's game was to start prepping Dave for our Kasserine Pass game coming up hopefully in March.
|
Detachment Bissinger would have to attack up the table and exit off of the northern road exit. The Germans set up first! |
We used the scenario from Littlewars TV's Battle of Kharkov scenario from their excellent first season. Dave and I played the "northern" table (Detachment Bissinger) and rolled for sides with Dave playing Kampfgruppe Harmel / Detachment Bissinger (2nd SS PanzerGrenadier Division "Das Reich"). I played the Soviets commanding elements of the 6th Rifle Division, who were thrown into KG Harmel's way to stop the German juggernaut. The OOB for last evening's battle was taken almost straight from the LWTV scenario (click scenario above for more details).
|
Note the Soviet battalions in lines - Dave starts moving out on his attack. |
|
Soviets in defensive positions. THe small circular stands represent heavy weapons "upgrades" allowing that stand to shoot 2 x hexes. |
|
Stug Battalion and Recce moving out with Dave's infantry closer behind. Note the Flak Battalion's desert-painted 88s (sorry!!) moving up the road towards the village. |
Dave had a tough task ahead of him. While the Soviets had awful morale and a mostly-infantry force, Dave was light on armor, only bringing a Stug III battalion to the fight, along with motorized infantry, a flak battalion (88s!) and some light Anti Tank assets, but also had time working against him. He has only 12 turns to exit units off of the northern table edge, and 3 massive infantry battalions to slice through!
The first few turns we spend getting Dave acquainted with the rules. While I'm playing against him, I'm coaching on options available and how the rules work. Dave gets his recce into position and sends down artillery against an SU76 unit in the treeline. The battle is joined!
|
The Germans shelling an SU76 unit in the woods. The block on it indicates that it is DISRUPTED. One key difference I've added to Peter's rules is rolling 3D6 instead of 1D6. I found I just didn't have the guts to face Peter's 1D6 roll - much too tense :-) The 3D6 works out by scoring successes (based on the target you're shooting at). 1 success = target rolls to remain in place or retreat. 2 successes = target disrupted. 3 successes = target destroyed. |
|
The flak battalion enters the village. First time i've used 88s in a game in a long time! |
|
Dave is forcing units back with artillery fire as his Stug battalion advances. His plan is to follow them closely with the infantry and exploit as the opportunity arises. |
|
KV-1s held in reserve. The Stugs wont scratch the paint on them except for up close (heavy armor rule in Peter's rules - that's where the 88s will come in handy as you will find out!) |
Dave reaches a central portion on the battlefield after having by-passed the first infantry line and capturing the village. I'm trying to canalize him into a murderous fight with my infantry. Dave obliges!
|
The Germans will not be able to bypass this line. They'll have to fight here given how 1st and 2nd Battalion flanks overlap. It's a fiendish plan! Note the heavy weapons in this battalion. Dave starts targeting them with artillery. |
|
Detachment Bissinger command stand and Stug Battalion |
|
Dave tears a 5 hex wide hole into the line! The Stugs are earning their pay. Dave's artillery has been firing non stop also. |
|
Exploiting the hole in the line, Dave's stugs surge forward. The KV-1s are now in 88 range!! The infantry in the bottom of the picture are the last line of defense. |
|
The bending Soviet line now goes from the road exit at top and follows the road down to the trees in center-bottom of picture. The German Stug and Flag Battalion are breaching the line and the KV-1s are starting to counter attack now! |
|
Heavy combat breaks out as the 88s and Stugs position themselves to engage the KV1s. The 88s start systematically picking off KV1 targets. |
|
Dave leaves a detachment of 88s behind as flank/rear guard against roving Soviet armor. Here an SU76 burns, destroyed as it probed the village. |
I destroy a Stug platoon with KV-1 fire and my artillery is certainly help even the odds, destroying Dave's infantry as best I can. He's doing a very commendable job though of keeping the infantry out of harms way until he needs them.
|
Clear shot towards the exit! Dave starts to peel back the flank of the Soviet 3rd Battalion |
|
Soviet infantry that were initially bypassed flank the German breakthrough and begin to assault the 88s! |
|
Meanwhile Dave sneaks more Stugs off the table! My only shot left on turn 10 is to move that infantry platoon from the road down to the road exit which I do to block the remaining Stugs. Dave's only hope in getting more units off is to get a Stuka strike.... |
German Turn 11, Dave rolls a "6" and Hans Rudel is again inbound. Dave rolls all "6s" and kills another infantry stand, while his artillery makes short work of ANOTHER Soviet platoon. Dave ends up getting the entire Stug Battalion off of the table. The infantry are still mopping up.
|
Poised for a breakthrough - the German Stugs are lined up to exploit the breach in the line. |
The LWTV game's victory parameters are a bit vague "secure the road exits" but I wanted this to be a bit more desperate than that so we used exited vehicles as the success indicator. Just not sure "how much" success. Dave left more than half of the infantry battalion on the field with almost 60% casualties, and the 88s were running from the Soviet infantry counterattacks. Still, though, Dave did exit a considerable amount of powerful units off of the table so I'm content to call this a German minor victory!
LESSONS LEARNED
A critical part of any Sound Officers Call posting, what did we learn from this battle?
CONSERVE YOUR STRENGTH - In games like this, the infantry can be bled white early on. As Dave showed, it's important to commit at the right time and not fight needlessly. One of things I love about these rules are the ability to showcase true maneuver warfare - attacking the weak spots and only with increased odds of success. The rules dont favor an attritional grind - that is a good way to lose all of your infantry early on in the fight. Especially with the way artillery works. Which leads me to my next point...
ARTILLERY IS DEADLY - Infantry need to be on the move constantly if they can. Artillery is absolutely deadly. I asked Dave if he thought it had too great of an impact on the game (most of the German and Soviet infantry units were killed by Artillery. Or disrupted by Artillery and finished off with infantry attacks). Dave thought it might have been better to have a limited number of salvoes in the game and I tend to agree with him. The artillery was a huge casualty producer in this game (as it was in WW2) but the amount of ammo expended and the constant changing of fire missions each turn is probably too generous.
ALL ARMS COOPERATION - Dave learned the hard way to have infantry supporting the tanks by soaking up infantry fire up front, and also that he needed to have mobile forces on standby to exploit a breakthrough. All firing and artillery attacks should go towards a singular goal (in this case it was the breakthrough at the Soviet 2nd Battalion's line) .
Look at the lessons learned here. The tenets outlined above may as well have come from a real after action report. That is a huge testament to the strength of these rules and again my hat's off to Peter for developing a real gem here.
So all-in-all a very successful night of gaming fun. Dave is keen to play these again and I'm moving forward with my Kasserine Pass plans. I still need to play GDWs "Team Yankee" with my microarmor and that is likely next week's game, and I am starting the 8th Army British for "Race for Tunis" after Kasserine Pass is over! Stay tuned!
Lovely game and great that Dave is enthusiastic for more. Nice to see the interplay develop between the KV’s and ‘lesser’ tanks, then the 88, then the infantry. Looking forward to seeing the GDW games translated to a 3D set-up.
ReplyDeleteCompass games have just released their reprint of the old GDW 120 series, 3 games for 1940, 1941 and 1942 …… nostalgia time :-)
Thanks Norm yes always good to sell someone on a game I like to play :)
DeleteYikes I might have to surf over to compass games Norm!
Outstanding post Steve. The lessons learned really make this for me. You are making decisions for future games based on actual lessons from this one - infantry support, limiting salvoes - also been playing with the 3d6 probabilities for the AIW game I am toying with - and it works superbly.
ReplyDeleteSomehow, I had been convinced that Peter's rules specified companies, but I see from your game that platoons work perfectly as units - in fact better for this type of turn sequence - this opens up ALL the Command Decision scenarios and ALL of the First Battle scenarios for these rules.
Added to that is the potential to have multiple tables, and this is epic stuff.
Now, I am also thinking a version for company sized units, also allows three separate 3'x3' boards, each being a bridge in a Market Garden style game - WOW
Also, I sent you a Fulda Gap scenario from an old 'Strike Legion' book - let me know if I have sent this before ; it is chock full of scenarios in the original book.
I just need to get my activation decisions resolved, and thanks for the advice re. advanced weapon systems and improved morale.
Great concepts here man!
D
Thanks Darren! Yes Ive had units represent platoons and companies and I think you could comfortably have them represent battalions for bigger battles. I might do that for kasserine.
DeleteOMG sign me up for a multiple 36" multiple bridge market garden battle!!! You know I've always said we went a bridge too far ;)
I think you have sent me that Fulda gap scenario before. It would work perfect for this endeavor I think.
For the activation systems, I've tried multiple systems:
Numbered chit pull(1 hex 2 hexes etc), formation chit pull (ie 2nd battalion chit pulled, all units in 2nd battalion activate) and I go you go. It goes quickest with I go you go but all the options work great!
This comment has been removed by the author.
DeleteBrilliant game and AAR there Steve. As always great post match thoughts, with which I wholeheartedly concur.
ReplyDeleteThanks Steve!
DeleteExcellent game and having the attackers required to exit units off a table edge is exactly the victory conditions I employed in our 28mm Blitzkrieg game today, Steve. Maybe for the Russians, they should be gaining points for enemy units destroyed, that was what I did. The German victory here seemed a bit Pyrrhic, as they lost a significant part of their force, getting off the Russian edge?
ReplyDeleteThanks Keith! Yes I agree. The Germans got their stug battalion off the table but little else so it seemed a "minor" victory to me. I looked again and the Russians destroyed way more German infantry units than I thought and that should count for something!
DeleteChecking out your blitzkrieg game in a bit.
Thanks for posting your modifications, very interesting to read through them. They certainly give the game more depth.
ReplyDeleteGlad you found them interesting Peter. I have played many enjoyable games of your WW2 rules now and will continue to play more. The big difference is the addition of the 3d6 attack vrs 1d6 which added a range of outcomes.
DeleteYour version is sticking closest to panzerblitz and OHW (something that I was trying to do for years, btw). My changes were only to make the combat less "scary" as 1d6 combat produces co siderable tension even with solo gaming and I tend to always roll low :-)
That being said I'm trying your RAW ww2 hex rules out again with a Stalingrad game soon where a unit is a squad! Stay tuned!
Another great AAR, it took me a moment to figure out you were playing with platoons this time. I finally took the original rules for a spin last week with a Panzerblitz Scenario, far too big for platoon elements so I used companies. Report appearing on my blog in due course. I find most published Command Decision scenarios work best with company elements (certainly the brigade and division level ones), as they are a bit busy otherwise.
ReplyDeleteThanks Martin yes sir I should have specified at the onset of the post. That was one of the observations I made yesterday. Platoon games are possible with these rules (I've now played battalion, company, and platoon) but a 36" hexmat gets awfully crowded. I was thinking of upping the scale 1 echelon to company stands and slightly shrinking the map.
DeleteThe panzerblitz scenarios are huge, involving lots of units. I do think these rules could easily handle it, but the game would take longer and of course the table would look like a parking lot (kind of like mine above after the stug battalion breaks through).
I'm going to play the game again scaled up a bit
Very much looking forward to reading your AAR!.