Friday, February 5, 2021

Totenkopf Assault at Gremuchhi: Division-Sized One Hour Wargames

I recently read a battle report from Martin R entitled "Escape from Tula" on his "The Games We Play" blog which featured a nail biter Eastern Front battle taking place during the massive Soviet counter offensive in 1941.  He's put on a number of games like this one for his kamaraden and I really liked the look of his games and the narrative the rules produced.  The rules in question?  Why One Hour Wargames, of course, but Martin's scaled up version to represent Battalions, Regiments, and Brigades.  We're talking entire Divisions or even Corps on the table!  

This instantly appealed to the wargamer-megalomaniac in me.  I had to give them a go.  I fished around the Battle of Kursk - specifically the southern prong of the offensive for some dramatic Division-sized actions and you will find some great wargaming scenario fodder reading about the exploits of the German XXXXVIII Panzer Corps, and the II SS Panzer Corps.

The Soviets have not been patrolling and missed the critical ford.  An "unfortunate oversight" indeed!


The action here takes place in the opening phases of the battle of Kursk on 4-5 July.  3rd SS Panzer is protecting the flank of 1st SS Panzer and assaulting to seize Gremuchhi as a jumping off point for further assaults.  The axis of advance is bisected by a river and the Totenkopf must attack across to seize the hill beyond the town.  

A large Kampfgruppe, consisting of 3rd SS PanzerGrenadier Regiment (+) (2 Armored Infantry Battalions and 2 Leg Infantry Battalions), and a Company of the Divisional Anti Tank Company, Marder II/IIIs, are making the critical assault - the Panzer Battalions are tied down elsewhere and awaiting a red flare from Hill 212.2 - their signal to exploit a breakthrough and move across the river.

1st and 2nd Battalion of the 3rd SS PanzerGrenadier Regiment are marshalled and awaiting the order to cross. They're taking the Marders with them.


The Soviets, elements of the 155th Guards Rifle Regiment, 52nd Guards Rifle Division, 23rd Guards Rifle Corps are defending the crossing(s) and Hill 212.2  The 155th Guards Rifle Regiment consists of 3 Rifle Battalions, a Battalion of T-34s in support chopped from the Army's reserve, and 2 Battalions of 122mm towed artillery!  The Soviets don't know the river is shallow enough to wade tanks through further upstream.  They're garrisoned around Gremuchhi and Hill 212.2.  The Death's Head must seize Hill 212.2 by Turn 15.

Heavy Nebelwerfers land in support, rocking Gremuchhi and bolstering morale among the Germans.

Armored PanzerGrenadiers and Marders cross in force and move straight towards Hill 212 - Note the T34s awaiting the enemy onslaught

The Soviets, even though Guards, are plagued by HORRIBLE rolling the entire game, even when the maths say they "should" be rolling well.  BTW I used the shooting mechanisms from Alex's "Up the Blue" OHW WW2 ideas using 3D6 with situational-based "To Hit" scores (Armor Vrs Armor hits on 3+, Inf vrs In hit on 4+, Artillery Vrs Armor hit on 5+ etc).  All of these regular battalions take 7 hits to be rendered combat ineffective.  You lose dice depending on the situation so attacking a dug-in unit within cover would see you firing with 1D6 at the target.


The Soviet artillery is an incredible advantage hitting the almost purely German infantry force at 3+ against the Leg Battalions, and 4+ against the open-topped Gepanzerte PanzerGrenadiers.  The Germans Marders have an extra shooting die as they are PanzerJaeger Specialists.  Also the Nebelwerfer rocket artillery get 4 dice but only shoot every other turn to represent slow reload time.

Soviet Artillery Battalions - alot of guns!
The Germans are pounded going across the river on foot.  They go into action clearing out Gremuchhi and take high casualties.  Another special rule I ripped from Alex (sort of....I'll explain) is disorder or disrupted units.  If a unit takes 3 hits in a single volley, it goes disordered and loses a firing die until it passes a rally roll. (Alex keeps that permanently for the rest of the game as a permanent hit - I am allowing units to use a rally action to rally off the disruption). 

This forces units to rally at certain moments when they start to become combat ineffective.  If the unit passes its rally roll, it loses its disorder and replaces 1 or 2 hits (2 if it rolls a "6")
Alex keeps these hits on permanently to represent casualties.  


Germans unit 122mm shelling
Another difference from Martin R's game is I allowed units to dig in on a single bound, provided they gave up their movement, like these Soviets below on Hill 212.


  
The halftrack borne infantry move out of range of Hill 212 and whatever infantry weapons it is bristling with.  The Marders, with a yellow hit die, are "disrupted" and will rally or lose a firing die.  Same with one of the leg infantry battalions.

After sustained combat with 1st Battalion, 155th Guards Rifle Regiment, 2 German Battalions cross the river and move into Gremuchhi.  They'll instantly come under horrendous shellfire.

The lead Battalion is punished immediately after the crossing

The Soviet gunners next lift and shift fires to the open-topped Marders.  It's not good!

Angry nest of Soviet tanks and infantry atop Hill 212.  

Next turn I attempt a rally action for the leg battalions - amazing!  2 x 6s!  Both units can lose 2 hits and the lead battalion goes from a yellow "disrupted" die to a green "normal" die.  

The German armored infantry edge closer to the hilltop - spotting targets for the nebelwerfers.  meanwhile teh infantry are preparing to leave Gremuchhi to push the attack northward.

Armored Infantry attacking hill 212 while the nebelwerfers work over the Russian infantry.

Heavy fighting atop Hill 212 as the PanzerGrenadiers fight the tenacious Soviet infantry


Nebelwerfers firing in support of the attack

The last Soviet units pulled out and the Germans took the hill by Turn 13.

Thoughts
This was a great game.  Simple, fun, tense, and I really liked the decisions to be made, and the fact that I could put some toys on the table.  There are a few things I want to chew on moving forward, but I thought this was a great way to get some seriously large engagements on the table and fight entire battles out.  This battle had a feeling as if I was reading Von Mellenthin or Glantz and was very much fun.  I played this game a total of 4 times experimenting with different deployments and the Germans were 2-2 - this last game being the culmination of everything I learned about deployments.

Additions & Changes
I liked the 3 x hits = Disrupted rule which encourages units to "pull back" and reoganize themselves.  that feels normal and reasonable.  Going to keep that and allow units to rally Disrupted off if they roll a 4 or better.

Speaking of "hits" I like the more "shooty" 3D6 firing (sorry but I like rolling 3 dice).  Going to keep that but I need to figure out a way to give mechanized infantry a slight edge over leg infantry.  Perhaps their edge lies in their 12" mobility and the fact that they're hit on 5+ in their halftracks but assault as 4+ as infantry.

I liked adding small "advantages" and thought that was fun.  The Germans had their Marder AT unit which got a lethal extra firing die, and their Nebelwerfers which had 4 dice when shooting.  The Soviets had a big advantage with their big guns and it was fun to get them on the table.

Anyways this was a small "break" from ACW month so far but a fun one at that.  I'll be putting more One Hour Wargames Division Scale on the table in the future!  Stay tuned!  More ACW coming soon.






































23 comments:

  1. Steve, a very enjoyable account and the change up in scale saw something different on the table. It is a bit of a mind thing to visualise single elements / vehicles as larger formations, but your subtle sabots and 7 hits does a very good job of that.

    Great photo's especially those with the shell fire markers.

    In boardgames, which can do the higher level of organisation quite nicely, because a counter is always a counter regardless of whether it is single vehicle or regiment, I have seen a couple of mechanics that help distinguish mech inf from foot inf.

    One is to alter the sequence of play, so that the flexible mobile troops can choose whether to move before fire or fire before move, another is to insert an extra phase for additional mech movement, so the sequence of play would be like this; all units can move, all units can fire, mech units only can move again.

    Also to represent doctrine, i have seen the sides treated differently, so for example the Soviets in early war games are locked in to a fire then move sequence of play, which dampens down the ability to concentrate attacks and a mobile german defence can always pull back before the next Soviet fire phase, while the German player is given a choice each turn of deciding whether to choose a fire then move sequence of play for everything or a move and then fire sequence for everything, representing their greater flexibility at that time and of course choosing a move and then fire sequence for the turn better represents blitz tactics.

    Hope that all makes sense!

    As you know from my EaQB, I see advantage to allowing the sequence of play to model effect rather than piling on more complicated rules, letting the sequence of play do the work.

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    1. It makes good sense, Norm. Allowing a more mobile unit more flexibility in the sequence of play to act more flexibly than a more rigidly-doctrined opponent (much like EAQB :)

      I played "Yom Kippur" from "the gamers" I think, and they had an "exploitation move" segment for armored and mechanized units that enabled them to have a second move phase. That was brilliant.

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  2. Great stuff Steve, and I'm glad you enjoyed a division level One Hour WW2 game. There is something very satisfying about pushing battalions and regiments around, as you say, it reads more an account from Von Mellenthin.

    I also like to give players options to do things other than move/shoot, so digging in and reorganising are important to the feel of the game I think.

    Wrt Mech infantry, I usually rate them as 'heavy' so they have a 50% firepower advantage over their leg buddies, and also they have a mobility advantage which makes a difference as I only allow units to break off from close combat if they have superior speed. That is really handy for pinning units in place. I also penalise artillery fire against armoured targets (half effect) which gives the boys in halftracks some extra protection.

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    1. Cheers, Martin. I used your rules RAW for the first two games, then bolted on a different shooting sequence. Your battle reports really sealed the deal, especially with you naming units and commanders it added a different perspective for me.

      Regarding mech and motorised infantry the o e thi g I was trying to figure out was the D6+1 shooting mods using the 3d6 firing system. Still want to ponder that more. Following yours and CPT K's suggestions, it could be done using a variable amount of dice per situation but I still want to keep the "shooty"ness of using 3d6 :)

      I very much enjoyed fighting these units as battalions and actually feel like I appreciate 1HW more at that scale.

      What references do you recommend for more scenario fodder?

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  3. Wow love this Steve.
    What a great idea - and I have been looking for a way to do Market Garden for ages - perhaps, this is it!
    Also love the 3D6 approach.
    This set and development almost lends itself more readily to this level of game, as I read your commentary. Logistics could also be easily handled.
    This is certainly worth developing.
    Also very much liking Norm's ideas on mech movement, locked Sovs and letting the turn sequence do the work.
    You are onto something here Steve.

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    1. Thanks Darren - I thought you might enjoy this post :)

      There are all kinds of possibilities for abstracting ideas into the game. Logistics has been something I was thinking about, and also Command and Control somehow. Check out Martin's single rules sheet and see what you think. Lots of potential for big battles on the table!

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    2. PS Darren, I re read "lightning war" that you sent me years ago and might give it a go.

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    3. Definitely yes.
      I've been trying to set up something quick this week, so I'll be looking at OHW with Martin's and your changes I think.
      There's a nice C&C mechanism in Hammer of Democracy which dictates the number of units you can activate (while giving you the choice) . I wonder if better commanders might get a better dice (d8, d10 etc.) - and can then activate units in the heat of battle, while sometimes having to sacrifice moving up reserves etc.

      Yes, there's a lot of great stuff in Lightning War - especially with regard to infantry company's commitment to close assault, and the armour (armor) rules are very tight.

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  4. "What references do you recommend for more scenario fodder?"

    Personally I like the various brigade sized Command Decision and Rapid Fire scenarios, they are quite easy to convert into other rules. What I tend to do for the OHW scenarios is find a battle which interests me, then look for the closest OHW scenario which matches it. So Hill 241 at Kursk was just the 'Take the Hill' scenario which mirror imaged, was amazingly close to the real battle.

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    1. Sorry, I meant to add, that for Brieux, I used the 'bridgehead scenario' and just tweaked the OBs to represent KG Wunsche and the brigade from 49th ID supported by 107 RAC which fought the real battle. Naming the units is a must for flavour, I think.

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    2. That's good to know. There is no shortage of RF scenarios out there to use. Bob McKenzie's old site has command decision scenarios to use, also. Thanks Martin!

      You're right, too, the unit designations are essential. It adds so much more context to me if it's hill 252.2 or Oboyan, instead of "the hill" or "the village." You putting the commanders names in for your Tula battle was brilliant!

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  5. Great timing for me. I just finished reading Martin's report and then came to this one on your blog!
    A great looking game. I really like the explosion markers and your photos are excellent—aided by some beautifully painted figures and vehicles.
    Regards, James

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    1. Thank you James! Yes this game was inspired by Mr R's 1HW games!

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  6. Thanks for the AAR Steve and it certainly was a cracking game and certainly had that big battle feel. I must admit I struggle to zoom out and think of bases becoming Companies or Battalions, as I'm so used to them being Platoons in BKCII.

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    1. Thanks Steve glad you enjoyed this write up. It was a bit of a stretch at first for me to imagine the units as battalions. Strangely enough, naming them made all the difference in my brain. So, 1st Battalion, 3rd SS PanzerGrenadier Regiment, instead of, a stand of infantry. Does that make sense?

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  7. Hi Steve,

    I think there is a work of genius going on here! This has the makings of a really robust battalion level system!

    Jay

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    1. Thanks Jay! This was all Martin and Alex's work I just swooped in and used the work they had already done! That said, I'm going to do some further tweaking...

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  8. Gripping action Steve. Now I want to get my toys out for action on the Ladoga theatre to try out Neil Thomas’ intro to wargaming rules. I’ve got some more Sov riflemen, T34s & tank riders, plus mobile Finns (bicyclists!) and ‘Sturmi’ on the way.

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    1. Oh wow that sounds cool. Some nice fighting just below the Arctic Circle!! Winter war is always one of those theaters that I've wanted to get into. Watching with anticipation, sir!

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  9. Yet another classic game! Table looks great! You know you are really addicted when you refight the whole of Kursk!
    Best
    Mike

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    1. You bet, Mike and thanks. The first step is acknowledging we have a problem!!! :)

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  10. OHW rules are actually ideal for big games, especially multi-player where no everybody wants to invest time in learning rules. One side of A4 and you’re done. My old group managed Quatre Bras in an afternoon (including drink, chat and widdle breaks). I like what you have done here: a slightly more detailed version of KISS Rommel. Like it!

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    1. Cheers Jeffers, looking to do bigger battles with these rules also. Taking a look at the rapid fire east front scenarios to see how they'll port over.

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