Sunday, July 1, 2018

Stalingrad: The RAPID FIRE Test Game!

The moment you've all been waiting for is here!  All of this work, preparation, and nonsense on the blog has come down to this - a test game in preparation for Wednesday's STALINGRAD MEGA GAME.  I used RAPID FIRE rules.
A German elite Pioneer Battalion and supporting Stug33b move out over the rail line and into the factory district

Today's battle centered on the push into the factory district, specifically in front of the Barrikady Factory.  The table's city is technically divided into 3 main sectors: Factory Sector, Residential Sector, Commercial Sector. 
looking south towards the residential district and the commercial district.
The main objectives are closer to the factory sector with the Barrikady Foundry, the Brick Works, and another objective that shall not yet be named!  (the enemy is likely reading this transmission now)  Wednesday's battle will see concerted efforts by 3 x German Battalions each with an assigned sector to capture.

Today's battle was only 1/3rd of what will be on the table on Wednesday!

 Both Soviets and Germans have supporting fires in the form of 122mm and 150mm artillery batteries.  They also have their organic mortars as well.  Only one FO team, however, which was difficult for both sides to prioritize fires.  The mortars are much more responsive when they can spot their targets!  Let's get to the action.

Crossing the line of departure for the attack.  The Pioniere Troops lead off with 2 x companies spearheading.  Their initial objectives are the large rubble pile on the left and the office on the right
 the going is fairly smooth for the first 2 x turns.  The Soviets hold their fire until the Germans are within "medium" range lest they give their positions away.  On this 4x4 table, most heavy weapons are in range within 2 or 3 turns so the Soviets are relying on the "chance" spotting test keeping them safe.

Lead German elements moving out.  To the Volga!

The Stug joins the party
The Soviet 45mm AT gun emplaced in the Red House #2 on the right fires at the Stug via reactive fire (all Soviet units start with reactive fire) and miss.  The return fire vaporizes the entire crew and the gun....

No more AT gun...
The Germans are seeing gratifying progress for now.  The push up to the rubble and the office complex goes without much incident.  A Soviet MMG opens up from "The Red House" against the company in the rubble pile but the return fire also silences it as the German MMG's from the Battalion's weapons company are moving up!  The Soviet fire hasn't been very impressive....yet.

Soviet casualties are mounting but not close enough for a morale test.

German Weapons Company elements move up to the office building and open fire on the defenders of The Red House 1 and 2.
 An interesting rule I'm using is all movement is restricted by a D2 roll, with a 1-3 subtracting 1 inch from total movement, and a 4-6 subtracting 2 inches from total movement.  Nothing is easy in this hell!
Situation beginning of Turn 4 (green die low center)
 At the beginning of turn 4, the Germans have a foothold in the rubble pile and have a company stepped off from the office building to assault Red House #2.  Light casualties so far.  Note in the picture above they've broken from cover (upper right).  The Flamethrower Company is moving into the office building now, and the reserve 3rd company is approaching the rubble pile.

German FO team.  So far they've had nothing but trouble raising the guns (lots of 1s rolled)

Mortars attempt to fire against Red House #2 (note the explosion at a greater distance straight in front of the battalion mortar section!)
The German going is slowed as more and more Soviet infantry make their presence known.  Casualties from small arms fire starting to mount but the lack of Soviet artillery is telling...

Flamethrower Company moving into the office building.

Reserve Company huffing and puffing to get to the rubble pile.
 Suddenly, errant rounds start to fall in front of the 2nd Company who are moving enroute to the Red House #2 to assault it.  Spotting rounds?

The Soviet FO's view from Red House #1.  Yes!  Direct Hit!  FIRE FOR EFFECT COMRADES!

The Soviets rejoice from their fighting positions as the Germans in front of them are engulfed in geysers of dirt, flame, and smoke.  The 122mm strike is fierce.

Meanwhile 1st Company assaults "The Red House" without smoke.  The Soviet return fire will prove to be brutal.
 The Germans are not quite so optimistic about the day...

 Second company getting plastered by 122mm Artillery Fire.

 The Soviets open fire on the survivors.  Out of 3 guns firing, 2 score between them a total of 7 casualties!
A detachment from the command group is all that remains of the second company.  They pull back.


 Meanwhile on the left, the 1st Company is having a rough time as well.  Their assault against the red house stalls due to heavy casualties.  Where the hell is our smoke and artillery support???

Just like the actual assault against "the red house" the German first push is pushed back with heavy casualties.
The reserve 3rd Company reaches the edge of the rubble pile and takes up assault positions.  The men know they are their battalion's best hope of finishing this!  Morale is high despite previous losses and the men are eager to close with the enemy!

Alright 3rd Company!  On your feet let's get into the war!  The Pioneers move out!

With a little help from brother Stug....

1st Company remnants pulling back!

Covered by a section from the Battalion's heavy weapons platoon

The Soviets fix bayonets - they know the time has arrived


3rd Company pushes off with the confidence inspiring sound of friendly artillery tearing overhead.  It lays a smoke screen in front of the Red House!  The company sprints towards their assault point

smoke lands
 In Rapid Fire, friendly smoke lasts through the enemy's next turn so you can be in position to assault, if you time it right! (and the dice are with you).

A Landser peers through an opening undoubtedly covered by a PPSH!  The men hurl grenades bullets, and curses through the openings and get stuck in.
 Meanwhile the flamethrower company seizes the "little" Red House (Red House #2) without incident.  they still have full fuel tanks in their flamethrowers.


 The Soviet return fire is brutal as 3rd Company charges into the Red House.  The fighting is room to room cellar to cellar and through the floor boards as men come to grips.  The Germans are "elite" so plus 1 to their die roll.  In addition to their 6 remaining figures (after Soviet reactive fire), they roll a "6" +1.  German total in close combat is 13.  The Soviets are in hard cover so they roll a D10!  They roll a "4" with 7 remaining figures.  13 > 11 and the Soviets bug out of the Red House.  They withdraw a full move towards the Barrikady Foundry.  At the end of the day, the Germans are left in possession of Red House 1 and 2 and are preparing to assault the Barrikady Foundry after 9 turns.

The Stug is in position next to the flamethrower company and the remnants of 1st and 2nd companies are moving up to help garrison the buildings.



Close Combat Totals!

New tenants in The Red House!


the front lines at the end of 10 turns.

Flamethrower troops preparing to assault the Barrikady Factory.



Hey if you made it this far, thank you for reading and I hope you enjoyed the post.  Lots of great pictures and I just couldn't decide while ones I liked best so I put almost all of them in!  Truth be told, I tried this battle first with BOLT ACTION rules and while it played very similarly, I just like the way RAPID FIRE moves the action along and every combat arm on the table gets played to good effect.

The attritional aspect of the shooting also lends itself well to that "meat grinder" feel that this battle had and I feel like I'm doing the battle justice, as best I can.

This was loads of fun and I think I am just about ready for the MEGA GAME on Wednesday.  Stay tuned!




9 comments:

  1. Great read and pics full of 'atmosphere'. I'll be back to read more!

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    1. Glad you enjoyed the post, Archduke. Wednesday's mega game will be 3x times as large. Rapid Fire has many merits that im realizing now, despite its shortcomings.

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  2. You must be pleased with that, looks good and the game seems to move along at the right tempo, Rapid Fire are doing a good job.

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    1. Thank you Norm, very happy and to give you an idea i was still thinking about how much fun i had during the game when i went to sleep. Really captures the feel of WWII and i actually like the bathtubbed scale. The wednesday game should be fun.

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  3. Excellent stuff on a great table!

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  4. Sorry I’m late, I tabbed it last night but just now finally found some time to read it. First let me say, the table and troops are looking great, a lot of hard work coming to fruition (to include the mat itself, and how it exactly matches your troops’ basing scheme).

    I was surprised the Germans were able to get there, take, and hold the Red House! 1st Company got a little roughed up, but it seemed to me that was to be expected, but if 2nd Company hadn’t got dusted by that arty barrage I’d have said the Germans got off Scott-free!

    A very cool fight, very enjoyable, but you can’t stop there!!! ;). As always, looking forward to the next one.

    V/R,
    Jack

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    1. No worries Jack. Glad you could stop by! Glad you noticed the troops match the table! Ive been working to get that right.
      I was trying out the rules with different approaches. Ivan held his fire until Fritz was close. Probably didnt have to.

      Tune in for the big push. That will be 3 -4 times the forces on more table. Putti g those buildings to good use!

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    2. Steve,

      Yeah man, glad everything's pretty much ready and looking good, and sounds like it's going to be an epic fight. Good luck man!

      V/R,
      Jack

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