Showing posts with label WRG. Show all posts
Showing posts with label WRG. Show all posts

Sunday, 27 July 2025

WRG 1925-50 (neu) Part 5. Brecourt Manor, June 7th 1944

 Back in June I thought I'd try the Fireball Forward "Brecourt Manor" scenario with the WRG rules as a D Day anniversary game. I actually ran this scenario back in 2018 using John As 'Platoon Commanders War', a distant relative of the original WRG set. This engagement is the one featured in Band of Brothers episode 'Day of Days' and is the assault on the German gun positions at Brecourt Manor on 7th June 1944 by D and E Company, 506th PIR. 


The battlefield. The German battery is entrenched around the outer hedgerow, the gun emplacements linked by communications trenches. The guns are firing on Utah beach and the Germans get VPs each time they fire. The US have to knock all the guns out before they get to 24 VP.


The four guns are more visible here. They don't  play any part in the tactical game, just get points each turn that they fire (one each). This is a 2 x 3 table at 6"=100 yards (so 400 x 600 yards). I used some of my desert artillery for these, a couple of German 105s and a couple of Italian 100mm howitzers as I don't have four captured Russian 122mm howitzers in German colours.


This is the battery HQ, with a rifle/cmd group, another rifle group and an LMG (MG42) group. They setup in the easternmost trench section. 

In the original scenario these guys are all average (think 4-6-7 Squad Leader Squads), and a very average leader (think 8-0 or 8-1). So I didn't give them a Company Command element, just  a normal command element for each sub unit (the battery and the defence platoon).


And this is the battery defence platoon. Two more MG42 groups, a rifle group and a rifle/cmd group. These guys all set up in the triangular hedge. They aren't dug in but the Normandy hedges provide cover.


And to attack them we have what is left of E Company, 505 PIR! The US units are insanely understrength due to scattered D drops and losses. 

Lt Winters commands one 'platoon' with a single rifle/cmd group, this is also the Company Command element. Lt 'Buck' Compton commands another 'platoon' with one rifle and one rifle/cmd group and finally Lt Spiers  from D Company has another 'platoon' with one rifle and one rifle/cmd group. Fortunately the E company weapons platoon has also rocked up with a couple of belt fed .30 cals.

All the US rifle groups are armed with Garands (self loading rifles in WRG parlance). No BARs for the US paras on D Day. In the original scenario these guys are veteran US paras, abo.ut as good as they get, with excellent leaders. So, Lt Winters is rated as a Company Commander (he was acting CO anyway) and Compton and Spiers each get a command group to command their single rifle groups!

On reaction tests they are going to roll two dice and pick whichever they wish.


On turn 1, Winters and Spiers advance cautiously as they haven't got enough movement to make it the hedgerow AND do advancing fire so they hang back out of LOS. The LMG platoon hops over one hedge and similarly hangs back a bit. I'm ignoring the 100m movement penalty for foot troops crossing hedges, that seems very silly! (and would completely break the scenario).

None of the US units are in sight so the Germans get on with shelling Utah beach. BANG!


Next turn things hot up. The LMGs move up and set up along the hedge line to cover the battery position. Compton storms the top left gun position and destroys it with advancing fire under 50m.

Winters tries the same trick but although they manage to acquire the gun, they miss the to hit roll (needs a 5+ as it is moving fire vs a dug in target).


The Germans are vaguely aware something is happening now, so the defence platoon relocates one of its MGs and the eagle eyed rifle group spot Winters and open fire (needed 5+ to acquire) but they miss.


Next turn Compton hops over the hedge into the abandoned gun position. The German riflemen direct the MG42s at Winters and they all blaze away, pinning him. Despite being a CC, he goes to 'cautious advance' on the morale test. Even though I'm allowing the US to reroll their morale dice, he still fails.


The battery HQ has moved up the trench to defend the third gun.


Compton spots the Germans moving along the trench, as do the .30 cals. The Germans are pinned. Hilariously the .30s cals are unable to see any of the MG42s blazing away 150m away across the field due to the foliage modifiers, and the Germans are equally oblivious to the .30 cals. That is one (perhaps the only one) feature of the dice driven spotting that I like - target fixation.

Winters withdraws out of LOS as he isn't doing any good there.


Now Spiers storms on, but the hail of grenades and Garand fire fails to knock out gun number 4. Unlike the TV show, his platoon didn't dash across open ground in front of two MG42s this time. The German battery has had an adverse reaction test now, but not enough to get them to surrender.


The German MGs are now spraying suppressive fire over Comptons platoon (as they spotted one element). It pins the HQ group but the rest of the platoon edges forwards. I don't want to move at full speed as it makes it far more likely they will be spotted.

Winters group has now recovered and is working its way up the hedgerow, while the .30 cals keep the battery HQ suppressed. The HQ MG42 tries to acquire Spiers platoon but fails the acquisition roll (being suppressed is -2).


The battery HQ is gone 'cautious' now but the gun is still popping away. In the face of all out assault by scary US Paras, the gun crews are proving surprisingly resilient. Compton is slowly leading his men along the trenches from the left trying not to be seen.


Spiers meanwhile knocks our gun No. 4 with one group and the cmd group enters the trench. The Germans are too preoccupied and/or suppressed to notice them.


Eventually they move along the trenches leads to some close range grenading which is equally ineffective on both sides. The guns bangs away again. In my test game number two, I definitely mis-measured when the Germans were overrun in the woods, they should have been able to get a shot off first. I was super careful this time and the attack/defence mechanism worked much better.


By now the Germans have spotted all of Comptons platoon and they are completely pinned down by MG42 fire. Winters is trying to sneak along behind the hedge but needs to be super careful not to get into LOS of the battery HQ MG which is peering over the hedge with a very restricted arc.


Essentially everyone is bogged down in a firefight now and I can't see the last gun being knocked out before the Germans accumulate 24VP, so I call it as a (rather Phyrric) German victory.

That was actually OK, but reinforces my impression that these rules are a bit of a slog for infantry combat, being very, very firepower focussed and with very little emphasis on troop quality and morale which is so vital in small unit tactics. In real life, the Germans just fell apart in the face of the rapid US assault. The German gun crews rolled amazing reaction tests though, normally have lost 75% of their number with enemy infantry advancing within 100m would be curtains, so it may have been a fluke result.

I think for this level of infantry heavy game there are more modern and better rule systems or even the venerable Crossfire, although WRG works fine for armour combat. Once again the dice driven spotting produced some very odd results, and I'm really not a fan of that although it did induce some realistic behaviours as units tried to avoid being acquired. 

That was a fun outing, but  it is probably my last WRG game  for now and I have a better idea of what I'm looking for in a tactical game. I think my focus for tactical stuff going forward will be Norm Smiths 'Tigers at Minsk' and derivatives thereof, and my long considered but not executed updating of Charles Grants "Battle".



Monday, 14 July 2025

WRG 1925 to 50 (neu) Part 4. Encounter at Livry

 I was reminded by a recent post from Heretical Wargaming which set up Lt Turnbulls stand at Neuville-au-Plein on 6th June 1944, about the excellent tactical  scenarios provided by 'Fireball Forward'. 

I had a brief flurry of enthusiasm for these rules a few years ago as a sort of Squad Leader/Crossfire crossover. Although I lost interest in the rules, the scenarios are very good (many are based on Squad Leader) and are typically pitched a level up from the Skirmish Campaigns scenarios at company+ engagements, so similar to IABSM or whatever. I thought the smaller scenarios would work rather well for WRG games. 

Along with the scenarios provided in the FF rulebook, I'd also bought the Villiers Bocage supplement, which covers Operation Perch, 7th Armoured Divisions ill fated attack towards Villiers Bocage in Normandy in July 1944. 


Welcome to Livry! This is a tiny 2' x 3' table, oriented pretty much as real life. Left is northwest, right is southeast. For ease I'll just call them west and east. The road to Villiers Bocage runs East-West through the buildings. 

The fields are mostly bounded by hedgerows, proper Bocage stuff so they block LOS at ground level, are significant obstacles to movement etc. Although it is hard to make out, the road leading into Livry as far as the crossroads is bounded by a normal hedge on the south side, so concealment for infantry but not an obstacle or LOS block. 

There are a couple of small orchards and building clusters. I'm going to use a ground scale of 6" = 100m for this, so the battlefield is about 400m x 600m.


Lurking in the vicinity of Livry are these chaps from the Panzer Lehr Escort Company. Two panzergrenadier sections each with a pair of the rifle/MG42 groups. Each section has a single panzerfaust. There is also a platoon HQ, a Panzerschrek team and as a variable attachment, a tripod MG42 team. 

There is a towed Pak 40 with a tracked tow (I'm using a Kettenkrad!) and a "Detachment commander". 

Fireball Forward is very big on Squad Leader type section and leader morale ratings, a concept alien to WRG. In the supplied scenario the German infantry are pretty average, but the CO is the best leader as you can get, a proper 'Lt Stahler' (SL fans know who I mean). 

So, for this scenario I'm treating the CO as  Company Command element, which gives +2 morale to everyone within 200m. I've got a few thoughts about how to deal with elite and green troops too, but that is for future games! 


The wicked Germans have ambushed the leading elements of 7th AD and knocked out a Cromwell, leaving a burning wreck on the road. Yes I know it's a Sherman, but I only have three Cromwells.... Anyway, the worried tankers have summoned some infantry to clear the pesky AT gun away. 


And here come the Desert Rats. A troop of Cromwells from 8th KRIH and an infantry platoon from The Rifle Brigade. There is also a chap in a jeep with a radio.

Who can call upon these with his radio, a troop of 25pdrs. In the base scenario there is only one fire mission, so in WRG terms I put these guys in 'General Support' which seriously restricts their opportunity to fire on-call fires and also restricts the number of pre-planned fires to three. Hopefully that will avoid unbalancing things too much, and it means we finally get to try out the artillery rules, which are quite detailed. 'Bill' has extensively rewritten the artillery rules and a jolly good read they are too. 


This is a tiny game but the British don't have a CC element ( I deliberately didn't give them one as 7th AD were distinctly 'sticky' in Normany), so I wrote a plan instead. My scribbles are reproduced above. I do like a plan, it reminds me playing of Spearhead. 

The orders to the tanks and infantry are pretty simple, clear the village and orchards going left flanking. The more complex orders are the artillery ones - for a battery in GS I'm allowed three pre registered targets, so I picked the crossroads and both orchards as suitable terrain features.

I also get to do three pre planned shoots with a GS battery, so I opted for a rolling barrage of three linear concentrations of ground burst HE. There are lots of mission types in the new rules, as well as a nice variety or ammo selections (ground burst, airburst, shrapnel as well as smoke), you can even opt to mix smoke in with the HE barrage to create some obscuration rather than a pure HE barrage.

Anyway, I went with a linear concentration as with a four gun battery it produces a beaten zone 200m wide and 100m deep. As a rolling barrage it advances at 100m per turn, so three rounds of fire starting on turn 2 and centered on that hedgerow northeast of the village should carry my chaps forwards nicely.


After the British wrote their orders, the Germans get to set up. Most of the guys get to set up dug in, but if the AT gun wants to be dug in, it has to set up within LOS of the wreck. I moved the wreck to the crossroads, and dug the gun in 150m down the road. In defilade from the front. but able to cover the fields either side of the Hedgerow. I spent a lot of time on the AT gun placement as it is quite important. The only other sensible spot is the southern Hedgerow, but that is very exposed. 

Otherwise I put the two infantry sections dug along the hedgerows on the right, one behind the other and with panzerfaust teams covering the road. The SFMG42 and Panzerschreck team covered the large open field to the left, and also had a partly obscured LOS over the low hedge to the fields in the northwest. The HQ and detachment leader dug in behind the line, and the AT gun tow set up ready to move and hide in the eastern orchard. 

These guys were all dug in so unlikely to move, but I always had the option to shift the second section around if needed as the HQ was in close proximity. 


The British opening move was uneventful. The tanks and infantry rolled up to the convenient hedgerow, and the tanks sprayed the hedge on the far side of the field with suppressive fire as they moved up. This was ineffective. The Germans lay low.


On turn 2, things began to hot up. The first round of the barrage landed and was quite impressive! Sadly although it looked good, it only managed to suppress one German team. The British infantry hopped over the hedge (which took their whole turn) while the Cromwells continued to rain suppressive HE and MG fire down on the opposite hedgerow.

The combination of the suppressions and obscuration by the barrage made it very hard for the Germans spot anything. So the barrage had actually worked in providing cover for the infantry. 


Turn 3 the British line advanced behind the barrage which rolled onto the next German line. This was far more effective and a number of German units were neutralised ( a more serious state than suppression) and one of the buildings was destroyed. I learned a long time ago that unfortified buildings in WRG are a bad place to be. I also discovered on re-reading the rules that along with a beaten zone, artillery barrages have a 'danger zone' around the main beaten zone, which duly spread even more unpleasantness among the defenders.

The Cromwells moved up to support the British infantry who had advanced 100m across the field, but were careful to stay more than 50m from the German trenches.  Suppressive fire managed to suppress one of the German teams.


It was now or never and the German opened up. The SFMG42 suppressed one Cromwell, and the Panzerschrek team rolled a mighty 6 and hit another! Sadly it failed to knock it out.


More devastating were the 'suppressed' German infantry, who didn't have any great problems acquiring the British infantry in front of them now the barrage had passed over, and then proceeded to mow down three teams with MG42 fire. The casualties can be seen scattered in front of the Cromwells.

Woops! Perhaps I should have combat moved across the field and then assault moved to within range of the MGs, but I didn't want to lose the barrage.. Oh well, too late now. 


Naturally the British infantry rolled a '2' for their reaction test and they promptly halted and went to ground. The Cromwells were unphased however and a rain of HE blew one of the German infantry teams to pieces. The 2" mortar managed to spot the other one and suppressed it. Meanwhile the barrage rolled on, spreading neutralisations left, right and centre and came very close to knocking out the Pak 40! Fortunately for the Germans it was just neutralised, but the church in Livry was demolished by shells.


The surviving German team fired its one and only panzerfaust at one of the Cromwells. It scored a hit but failed to penetrate.

The Panzerschrek team made no mistake however, and got a bead on another Cromwell, hit it and blew it apart. Ouch!


Now it was the turn of the Cromwells to fail their reaction test. "Withdraw from located elements within 200m" . The last German infantry team was still suppressed by the 2" mortar, but they breathed a sigh of relief as the tanks backed up. They didn't realise that the FOO had spotted them and called down a concentration on their position...


Shells rained down on the German positions, neutralising most of the Germans. The stonk however missed the Germans outside the town, and the Panzerschrek rolled another 6 to hit....


And managed to hit and destroy another Cromwell. The tankers morale failed and it was game over at that point. Who needs Pak 40s when you have Panzerschrecks rolling sixes? 


And what a scene of devastation was left with shattered buildings, blazing tank wrecks and casualties scattered around the fields and hedgerows.


Iron Cross 1st class for these guys, still holding the line. 

That was actually really good fun, and I'm glad I got to try out the artillery even though it is a bit overpowered for a platoon size scenario! In such a small game, luck played a big part, and the ability of the Panzerschrek to throw sixes was uncanny. I should probably have given the British either a command element or a reserve infantry platoon, but hey ho.

I'm not convinced I'm going to play many more of these scenarios using WRG, but doing these tactical games has re-kindled my interest in some smaller scale actions, and I'd like to try out some of the 'forgotten' Fireball Forward scenarios with something a bit easier to manage that uses a grid. Possibly Shaun Travers 'Advancing Companies' or Norm Smiths 'Tigers at Minsk'. In any case, it has been fun trying these old/new rules out and I think I've given them a fair going over. 









Monday, 30 June 2025

Bill Farquars Rules for Armoured Warfare 1925-50 Part 3. Panzer Relief at Senno.

 As promised, here is another trip to the revised WRG 1925-50 set, this time more of an armour heavy engagement. This is loosely based on another Skirmish Campaigns 'Ghosts of Smolensk' scenario, in this case covering a counterattack by 7th Panzer Division against the Soviet bridgehead at Senno near Vitebsk in July 1941.


General view of the battlefield from the north (from whence the Germans are attacking). The main road runs down the middle of the board, veering right through the scattered buildings of Senno and crossing a marshy stream. There is a low wooded ridge where the Germans set up, but the terrain is mainly flat and broken up by boggy fields and a few small woods.

The standard scenario uses a 6x4 table, and for this one I'm going to use 1mm = 1m (or 1 foot to 300m) given the amount of armour which will be turning up. 


The right hand side of the battlefield is marshy, effectively impassable to vehicles, while the woods and fields are bad going. The stream (in the distance) is fordable but also boggy so vehicles need to take a bog check.


The village is the typical Russian scattering of wooden buildings with no basements, deathtraps for anyone stupid enough to try hiding inside. The Russians have the option to destroy the bridge (I opted not to). The Germans win by either taking four buildings, or knocking out all the Soviet armour, in ten turns.


Here are the heroic defenders of the Motherland. An AT gun platoon with a pair of towed 45mm AT guns, a platoon of T26s, a rifle platoon with three LMG/rifle groups, two rifle groups and an HQ/rifle group and finally a company HQ T26 with a radio!

I'm going to let the infantry and guns dig in at start.


Riding to the rescue are a platoon each of T26 and BT7. I've tripled up the armour from the basic scenario. These arrive sometime between turns 1 and 4. All the tanks should be BT7s, but this is what I have and they all have comparable guns and armour. They are all Class II frontal armour and armed with short(er) 45mm guns. None of them have radios.


And here is the mighty Panzerwaffe. In the original  scenario the Germans are more infantry heavy, but the actual attack was conducted by 11th Company, 7th Panzer Regiment, reinforced by a couple of Mark IVs. So this is a sort of half size Panzer Company, supported by some infantry and guns. Two platoons of 3 x Pz 38 each, one platoon of 3 x Pz II, a section of two Pz IV and a Company HQ section with another Pz II and Pz 1 Befehslwagen.

They are supported by a dismounted motorised rifle platoon and a section of towed Pak 36 AT guns.

In the real battle the Germans moved guns, infantry and some tanks into position before dawn along the wooded ridge and then caught the Russians by surprise at sun up.

Both the Pz IVs and Pz 38s should be 'E' models, but that would essentially turn the game into a wipeout as the Soviet 45mm can only penetrate class III armour at 250m, and even then, needs a '6'. So these are Pz IVD and Pz 38D, Class II armour on the front and an easier proposition for the 45s.


I tried a few different defensive layouts, and in the end I set up the infantry to cover the town from its forward edge - dug in as an extended skirmish line. There isn't any point defending the buildings as they can be spotted from miles away and provide little in the way of cover. These guys are almost invisible unless at close range or they open fire. I like the way the rules encourage you to defend this sort of thing as the manuals say, and not by stuffing troops into every building! 

I put the AT guns dug in at the bottom of the field as the best spot I could think of to kill armour. They cant be targetted by suppressive fire here, and combining the entrenchments and foliage in the fields also makes them almost invisible. It isn't a perfect defilade position, but there isn't one available. The field provides masses of cover from the front, and being boggy, is an AT obstacle as well. 

The CHQ tank is parked up behind a building at a safe distance and hopefully out of sight. The infantry and guns all have 'hold at all costs' orders.


The tanks were more problematic, in end I figured that they would be fine hiding in this wood 1000m from the German start line, and they might even get some flank shots. No-one could possibly see them there, right?


The Germans got to deploy on the ridge, the 37s went on overwatch over on the left. I'm not planning on moving these, their soft transport would be hideously vulnerable in the open terrain. 


While the infantry were going to go right flanking, then cut across to the central field to advance on the village. The Pz II platoon would advance in step with them, while the first Pz 38 platoon provided cover from the ridge, waiting the arrival of the second Pz 38 platoon and the Pz IVs. CHQ was set up back in the woods.

The general plan was to advance the light tank platoons as a panzerkeil supported by the  infantry to threaten the four houses on this side of the river, covered by the Pz IVs and AT guns. If they managed to destroy all the Russian tanks along the way then great, otherwise they would win by capturing the houses.


The infantry set off through the woods, while to panzer commanders and AT gunners scanned the horizon....


While the Russian infantry and guns were indeed invisible at that range, it turned out that the Russian tanks weren't. The curse of dice driven spotting - the Germans had sufficient 'eyes' that one of the Pak 36s and one of the Pz 38s spotted some tanks, just as the Pz IVs rolled up. At 1000m, the Paks needed a 6 to see the T26 in woods, but the height advantage reduced that to a 5+. So two spots out of eight observers was fairly average. 


One of the T26s was brewed almost immediately by the Pak 36 (at 900m range!) - which was a fairly lucky shot, needing a 5+ to penetrate at that range, but I let it stand. The Russians returned fire ineffectively. Perhaps they should have run away.


The reserve Pz 38 platoon rolled up. Panzerkeil vorwarts! The vehicles advanced, laying down fire from the short halt. You can see the infantry are about to shake out into skirmish formation to advance across the open ground. The Pz IIs can't do any damage at this range, but they can suppress the T26s. 


The Paks and Pz IVs take on the T26s. Once one target is spotted and it's pals open fire, suddenly it becomes very easy to locate them. Firing stationary, these guys put eight shots down range, and the 75L24s make a real mess of Class II armour if they can actually hit them (at 1000m they need 2+ to penetrate).


Fairly soon the rest of the Russian tanks are burning. They didn't  score even once hit in return and were just overwhelmed with fire. I should have run away when they were first spotted. 


In a happier development, the other T26 platoon turns up and drives at top speed for the cover of the woods beside the church. The Germans are distracted shooting up the other tanks so don't notice them. 

I'm being much stricter with "acquisition" this time, treating it is a fire action and rolling both the acquisition and firing dice together. This prevents the sort of spurious spotting I was doing in previous games and makes things marginally easier to keep track of. Obviously the player is aware what the enemy is doing, but by going a 'target fixation' route with acquisition, it reduces that number of actual targets.

Eagle eyed readers will also notice that the CHQ tank has hopped over one house. In the absence of any radios, the CC is going to have to get close to the reserve platoons to tell them what to do.  


The main German force is now nicely formed up into three breitkeil, really the Pz II should be behind the Pz 38 but I want to keep a reasonable line.

Even though they have only been advancing an average of 200m per turn, so they can fire then shoot, the tanks are just starting to outpace the infantry who have been steadily marching forwards at 100m per turn. The main thing is I need to have nearby infantry once the tanks get close to any buildings. I'm wondering if I should have brought their lorries along.


Back on the ridge the only viable target is the CHQ T26 which is hard to acquire with opportunity fire at around 1400m as it hops between buildings. The Pak 36s fail to acquire it at all, and the Pz IVs both spot it but can only fire one shot as it ends its move out of sight - unsurprisingly at that range they both miss their first shots (a horrible -2 to hit mod for first shots at that range).


The Russians hold fire. The AT guns pivot to face front as that is where the bulk of the German armour is. The infantry hold fire, maximum rifle range is only 500m  anyway, 750m for the LMGs - I'll be aiming to force the Germans to button up as I engage them with the AT guns. But they need to be much closer yet...


The T26s hide behind the wood. A quarter move will bring them up behind the stream and able to both see out of the woods and conduct advancing fire. But they need the CC to tell them to do it, who has just motored over the bridge at top speed and is now hiding behind another building.


The Germans don't even bother trying to pick the CC off this time, instead the Pz IVs fire and advance supported by fire from the Pak 36s. They just acquired the building he is hiding behind and plastered it with area fire instead. The building survives but the CHQ is suppressed by a hail of HE fire.


The main panzerkeil continues to advance and then suddenly, BLAM BLAM BLAM BLAM and three Pz 38s burst into flames!


The ambush is sprung. The leading German tanks were 450m from the AT guns and also about 600m from the Russian infantry, so the the 45s opened fire scoring three hits. At that range it is automatic penetration, so bad news for the German tankers. The Russian LMG teams also open up, scoring hits to suppress some of the other German tanks and force them to button up.

I could have waited another turn for them to get even closer, but at that range there was a chance the Germans might spot the ambush (they would need a 6, but they have lots of eyes....).


The BT7 platoon also rolled up and motored at top speed to join the T26s behind the woods/stream. The CHQ T26 hopped over to the church and is now within morale support distance, if not verbal comms range. My eventual plan is to roll this lot forwards through the woods and steal an alpha strike advancing fire shot on them them. The Germans need to get closer first though, much closer, as I'll have a moving fire penalty.


Back in panzer land, much confusion reigns. Both Pz 38 platoons fail their morale, one halts altogether and the other goes to 'cautious advance'. 

Everyone stops and starts looking for the source of the fire, prioritising the AT guns. The German infantry are still too far away to help apart from two MG34 teams who are in range but fail to spot anything through the fields. However the firing AT guns are located by many of the surviving German tanks although not all of them.


And even the Pak 36s on the hill, thanks to that very useful height advantage. It is amazing how much fire eight stationary tanks and AT guns can put down range. The 20mm autocannon on the Pz IIs also have a high to-hit number.


The Germans completely ignore the Russian infantry and focus on the AT guns, who vanish in a hail of 20mm, 37mm and 75mm HE. Both guns are knocked out, despite being dug in! You need a 6 to knock out dug in guns with small calibre HE, but they were hit so many times...


Well at least we have the tank ambush nicely lined up now, waiting for the CC to give the order.


The German vehicles in good order continue to advance, now laying down suppressive fire on the Russian LMG positions. The German CHQ moves up to try and get the left hand Pz 38 platoon moving again (I need to get the CC into base-base contact with the command element to force another reaction test). The German infantry are now marching through the field and the Germans have captured their first building (the barn left of the road).


While the main German force is sorting itself out, the Pz II light platoon pushes on. Time to spring the Russian tank ambush. The advancing fire action is: moving fire, quarter move advance, moving fire, then quarter move again if you have stabilised guns. Well, the first shot is blocked by the woods, they roll forward 50m up the stream (it could have been up to 100m) and now they can see out of the woods. 

The T26s all acquire the Pz IIs, the BTs go for the nearer Pz 38s and Pz IVs. Sadly their fire is fairly lousy despite the close range as moving fire incurs a significant penalty. One Pz IV and one Pz 38 are hit, and the Russians manage to roll a pair of 1s for the penetration rolls! The shots bounce off.   The Pz IIs are missed completely.

Well that could have gone better.


Once again the Germans halt and try to spot some targets to engage. By now the Russian riflemen are in range and they also open fire on the German tanks.


The Pz 38s and Pz IVs on the road are all suppressed by small arms fire, and one of the BTs gets the leading Pz IV which goes up in flames.


The Pz IIs spray the woods with 20mm autocannon, hitting all the T26s and reverse back. Sadly they discover that 20mm cannon need to be within 250m to penetrate class II armour, and all the rounds bounce off. The T26s return fire with two shots each, and make no mistakes, destroying the entire platoon of Pz IIs.

The first round of German return fire is fairly moderate, two BTs are knocked out by the remaining German tanks and the T26s are all suppressed by the 20mm hits. The Pak 36s are also firing at the Russain tanks, but at this range they have no hope of a penetration, so effectively it is just suppressive fire.

The Russians easily pass their morale checks due to the Russian morale bonus and the presence of the CC right behind them!


The tank duel continues for another turn. The Germans lose another Pz 38. They are now down to one Pz IV and two Pz 38s,


And the Russian infantry is still blazing away unscathed as the tanks are all busy shooting at each other.


The Germans are getting their eye in now, another BT and two T26s are knocked out. But it doesn't matter, as long as the CC T26 stays hidden, the Germans haven't knocked out all the Russian armour.


The suppressed German armour is having real problems acquiring the last T26 and the best the supporting German infantry can do is lay some suppressions down on the Russian infantry, which doesn't stop them firing, just reduces the effect.


The Pak 36s are still gamely blazing away though.


There isn't any realistic prospect now of the Germans either taking the rest of the village or destroying the rest of the Russian armour in the remaining time, so I called it there. A well deserved, if expensive, Russian win. The final tally was three BT7, five T26 and two 45mm guns destroyed for the Russians, no infantry losses. The Germans lost three Pz II, four Pz 38 and one Pz IV and no infantry losses.

That game fairly rattled along, I wrapped the whole thing up in two hours with nine turns played, and my recollection of the older set was that tank heavy battles are always faster, partly as the combat is so much more lethal. It worked very well treating the acquisition roll as part of a fire action, and I guess that is how it is meant to be played. The only bit of extra arithmetic required was the gun/armour penetration stuff - essentially you need a 6 to penetrate with a hit in effective range, minus 1 for every 250m below the maximum range.  So for each AT shot you have acquisition, to hit and then effect to dice for.

Once again there was the silliness that Russians have a built in morale advantage, yet no C3 disadvantages apart from a lack of radios,  but that is just the game. Unlike the infantry heavy games, I didn't have to play the 'stack the reaction test modifiers' game so much as tanks just blow each other up, though you do need to be careful - hence my concern about keeping some German infantry near their tanks.  I was also very impressed with the massed firepower of an entire panzer company after the AT guns opened up, scary stuff, and pleased that I managed to mount an effective AT gun ambush, even if the poor gunners didn't last long. That was probably the decisive turn of the game for the Russians. In retrospect I should have probably put the AT guns on the south side of the small wood to fire from a flank, and the starting T26s in the town, but hey ho, the Russians won anyway. 

I actually really enjoyed that and unlike the previous two outings, I even quite fancy playing it again. I'm sure there were things I did  wrong, both in terms of mechanics and tactics, but it was an enjoyable experience and all felt fairly sensible. I've still not tried out any actual indirect fire weapons, but  I'll work up to that.