Sunday, December 3, 2017

Panzergrenadier AAR - Krazny Oktyabr - Nov 10/42

Hello again! Back to the miniatures table after a summer at our little cabin on a north Saskatchewan lake! BBQs, beer, sand, sailing, etc. Now that snow and winter has arrived in Saskatoon (-21 C, -27 wind chill at game time) it's time to push some of the "little fellas" around the table again while we wait for spring.

It looks like we are still not done with Stalingrad so this scenario takes place further south, a few weeks after the last scenario, Barrikady Hall 6A.  In this one some of 24th Panzer Division's units have been ordered south to take over defensive positions at the southern end of the Red October steel factory (Krazny Oktyabr), jumping out of the frying pan into the fire.

We continued with our customized set of rules for company/battalion based on the Panzergrenadier series (Deluxe & 2nd Edition), adding in some "special" Stalingrad rules. When we use a custom rule in the game log I'll indicate in blue to show where we depart from the original rules. To help refresh our memories about the game rules after the summer layoff I decided to moderate while Brent and Tim played. This AAR is reported in some detail for those that already play with the BGPG rules or those interested to see how BGPG plays. Or if you wish you can just look at the photos to follow the game events!

Krazny Oktyabr - October 10, 1942

Historical Overview
By the end of October the 24th Panzer Division is sufficiently depleted from fighting in Stalingrad from the beginning so not considered available for further large offensive operations. On November 1 some elements were ordered to take over defensive positions from 79th Infantry Division in the southern part of the Steel Factory near Hall 10. This was a very active attack point for the Russians in late October and this thrust continues against the 24th Panzer positions in early November. Sometimes Russian combat patrols are not spotted until within 20 meters of the German front line of trenches and shell craters due to the rubble everywhere resulting from months of bombardment. A determined Russian attack occurs on November 10. This scenario is loosely based on the various November battles in the southern Steel Factory.

References:
Death of The Leaping Horseman: 24th Panzer Division in Stalingrad by Jason D. Mark

Map And General Scenario Notes:
The table represents the area at the south-east end of the Steel Factory and includes part of the Volga bank and the burned-out oil farm and major gully (Bannyi Schlucht) to the south.

Here is a general view including the starting areas for each side :


All of the defending German units are deployed dug-in and Hidden north of the blue line with the Russian attacking forces deployed under blinds south of the red line. This is mainly an infantry slugfest so no armour is initially involved. However if German reserves are invoked limited tank support is included. The scenario proved to be very exciting for both players since they had no idea of the enemy dispositions, reserves, and strengths at start!

The relative force strengths were added up using only those forces likely to be involved in the initial battle, The eight full Inexperienced Russian platoons only totalled 520 points for the attacker! The long thin line of German defenders totalled 655 points. At first this seemed to be totally wrong since in BGPG we have found the attacker/defender ratio should be at least in the 1.25 to 1.5 area. However, the Russian's attacks are focused on only 2 areas so only about 425 points of the German forces should be involved, with no support allowed from adjacent German units. This put the ratio at almost 1.25 so I decided to do a solo "test run" with that. After lucky dice rolls neutralized the German MMGs the Russian horde just crushed the Germans ! So I decided to add in some German reinforcements that would arrive only if triggered by a huge Russian success, since much of the German strength depends on the survival of the MMGs. This also was rather historical since early Russian success was later wiped out by later German counterattacks.

I designed the scenario victory conditions to favour the Russians since any ground gained through local counterattacks in this area continued to thwart further German progress to the Volga. A variable game end was used starting at the end of Turn 7. Because the Germans do not know the Russian objectives, if the game ends by dice roll at the end of a turn, they get 2 VP for each Hall they control (no enemy troops on ground floor), 1 VP point if shared with enemy troops, 0 VP if only enemy troops. The Russians are only attacking Hall 10 and 8 so would get 4 VP for control, 3 VP for shared, and 0 VP for only enemy.

If At Game End       Russian      German    Winner
The Russians:             VP              VP
Control 0                      0                 6          German Major
Share 1                        3                 5          German Minor
Share 2                        6                 4          Russian Minor
Control 1                      5                 4          Russian Minor
Control 1 & Share 1     8                 3          Russian Major
Control 2                     10                2          Russian Major

We play on a 5x4 foot table in 15mm with figures based on FoW stands and use modified Panzergrenadier rules: Our guns and tanks are 1:1 and we use the 20mm ranges for firing and activation. We also replace Built Up Area terrain with individual buildings or portions of buildings as "small terrain features."  We continued to refine and use our special Stalingrad rules that modify the basic LOS, terrain effects, close assault, troop quality and motivation level rules.

Krazny Oktyabr Special Terrain And Movement Rules:
In November at the Steel Factory the terrain has been pounded by heavy artillery and Stuka bombs to the point that it all of what used to be Open Ground is now Rubble (Difficult Terrain) allowing LOS with -1 DRM Cover, but only tactical movement even for infantry. Roads & rail tracks are “Light Rubble" with -1 DRM Cover allowing LOS, still requiring tactical moves for infantry, but not classed as Difficult Terrain for vehicles. LOS visibility between ground level units is limited to 8 inches due to rubble, smoke and dust. Even LOS to/from elevated positions is only 12 inches (+1 DRM down). Shell craters are Hard Cover, Impassable by vehicles, and a -1 DRM Hindrance.

LOS between units at the same level inside a factory is limited to 1 inch and provides Hard Cover for Direct Fire and a +2 Strongpoint DRM for the defender in Close Assaults. From outside the factory there is no LOS to/from units inside a factory unless they are manning a wall.

Since the level of rubble throughout the battlefield approaches the same level of cover in factories, factories are not considered to be large or small terrain features so eligibility for Close Assaults are treated the same as for open ground (only friendly units within 1" of a Close Assaulted defender are included).

The Exploit Order Phase is not used.

Krazny Oktyabr Troop Quality Rules:
Germans: Breakpoint is back to 50% to reflect losses but, with a defensive mind-set still begrudging any retreat from hard-earned positions, they ignore suppression results from Breakpoint Tests.

Russians: Their ability to adapt to "rattenkrieg" with no option of retreat altered their resistance to effectively a fanatical level. Therefore the Russian ignores any suppression results from a Breakpoint Test. Russians also have a whopping 70% Battlegroup Breakpoint before losing the game. In addition, all units have unique capabilities to accent their defensive strength: All units are 2D6 = 7 for Phase Activation, -1 for Direct Fire, +1 for Close Assault, +1 for Morale and +1 for Rally, absolute. See scenario briefing for further details. Due to the chaotic battle conditions coordination between platoons units is poor so no Coordinated Infantry Assaults are allowed
.
German Briefing and Force (Hauptmann Von Pollus)
In command of 24th Panzer Division troops you are ordered to hold the current front line positions earned by the deaths of many men of 79th Infantry Division previously assigned to this sector. In particularly hold at all costs Halls 8, 9 and 10. Enemy attacks in this area have been constant and determined. If outflanked by nearby enemy penetrations, forward positions may withdraw to maintain a continuous line but withdrawing troops may not leave their assigned frontage to aid adjacent platoons. Infantry reserves with armour support are available if that occurs. Available artillery and air support will not be available since the attackers will already be at extremely close range.

Mission:
Cause a Russian Battlegroup Break Point for an instant victory, or have the most Victory Points at game end. VP = 2 each for no enemy troops in the ground floor of Halls 8, 9, or 10. VP = 1 each if shared with enemy troops. VP = 0 if only enemy troops present.

Special Rules: Ignore Breakpoint suppression retreats. Battlegroup Breakpoint is 50%. Special Stalingrad terrain, movement, and troop quality rules in effect. The MMG Teams may not be moved other than to rotate in position (stay in place with Damage if Disengaged). Platoons not in buildings must hold starting positions unless flanked. If flanked, the only movement order allowed is with a Withdraw Order.

Deployment:
On Table at Start: (unless indicated,deployed at ground level as per map, dug-in and hidden)
Elements of 24th Panzer Division (all Regular except as noted)
  Battlegroup Command (Veteran)
  Infantry Company #1 Command
    Pzg Plt (Command, 3xRifle/LMG squad)
    Pzg Plt (Command, 3xRifle/LMG squad)
    Pzg Plt (Command, 3xRifle/LMG squad)
    MMG Team (1x MMG Team) - (top floor Hall 10)
  Infantry Company #2 Command
    Pzg Plt (Command, 3xRifle/LMG squad)
    Pzg Plt (Command, 3xRifle/LMG squad)
    MMG Team (1x MMG Team) - (top floor Hall 8)

Reserves:
  Reserve 1: Next German Phase after there are only Russian troops in the southmost ground floor areas of Halls 8 or 9.
    Pzg Plt (Command, 4xRifle/LMG squad)
    Heavy Panzer (1x PzIVD) (on north west road edge)
  Reserve 2: Next German Phase after there are only Russian Troops in the ground floor of Hall 10.
    Pzg Plt (Command, 4xRifle/LMG squad)
    Heavy Panzer (1x PzIVD) (on north east road edge)

Here is the German deployment:


The German platoon defending the Hall 10 is most concerned with the Volga bank and nearby gully and are supported by an upper floor MMG which will also cover part of the ground in front of Hall 9.


Similarly an MMG is added the upper floor of Hall 8 ruins to support the platoons defending Hall 8 and part of Hall 9.


After the usual brief enemy artillery barrage this morning causing no casualties (the German troops had their heads down), heavy enemy troop movements are heard in the Volga bank and the south gully...

Russian Briefing and Force (Kapitan Millerov)
As local commander of the Russian troops under Chuikov's 62nd Army you are ordered to attack toward two objectives, Hall 10 and Hall 8. The goal is to outflank German forces in Hall 9 to force them to withdraw. Chuikov has ordered all available nearby troops for your use and they are in their jump-off points currently hidden by the Volga bank, oil tanks, Bannyi Schlucht and the Machine Shop. No artillery or air support is provided since your troops will be at close quarters for all of the fighting.

Mission: Cause a German Battlegroup Break Point for an instant victory, or have the most VP at game end. VP = 5 each for no enemy troops in the ground floor of Hall 8 (southmost two areas) or Hall 10. VP = 3 if shared with enemy troops. VP = 0 if only enemy troops present.

Special Rules: Ignore Breakpoint suppression retreats. Battlegroup Breakpoint is 70%. Special Stalingrad terrain, movement, and troop quality rules in effect.

Deployment:
On Table at Start (deployed under blinds as per map):
Elements of 138th Division (all Inexperienced except as noted)
  Battlegroup Command (Regular) - Near Blind 3
  1st Company Command - Near Blind 7
    Rifle Platoon (command, 4x rifle squad) - Blind 3
    Rifle Platoon (command, 4x rifle squad) - Blind 5
    Rifle Platoon (command, 4x rifle squad) - Blind 7
    Rifle Platoon (command, 4x rifle squad) - Blind 8
  2nd Company Command - Near Blind 13
    Rifle Platoon (command, 4x rifle squad) - Blind 12
    Rifle Platoon (command, 4x rifle squad) - Blind 13
    Rifle Platoon (command, 4x rifle squad) - Blind 14
    Rifle Platoon (command, 4x rifle squad) - Blind 15

(Blinds 1,2,4,6,9,10,11 are Decoys)

Reserves: None

Here is the Russian set-up with the most likely routes of advance to their objectives.


For the Motherland!

Game Play

Turn 1 - German initiative & force the Russians to go first.

Russian Command Phase:
Kapitan Millerov orders a tactical Move & Fire for Blind #15 which charges forward and moves into LOS of a hidden German MMG on the top floor of Hall #8 and a dug-in squad (blue). They both reveal and defensive fire at the newly revealed Russian platoon (white) resulting in one squad hitting the dirt, suppressed. The Russian platoon's fire is all over the place and misses. Millerov next orders Blind #14 to move into Building 1 and Blinds #12 and #13 to move into Hall 8A. In the centre Blind #11 moves up into LOS of hidden German units and is revealed to be a decoy.


Further east Blinds #9 & #10 move up into LOS of more hidden German units and are both revealed to be decoys. Blind #8 moves east (see photo below in German turn) toward the oil unloading tank into LOS of two hidden dug-in German squads (green). They both defensive fire at the newly revealed Russian platoon (blue). One fire is a double 6 dispersing one Russian squad! Ouch! A second Russian squad is suppressed. Determined Russian fire causes one suppression test but the German squad shrugs it off . Millerov orders Blinds #6 and #7 to move east into the Volga bank gully near Hall 10 to join Blind #5 to concentrated friendly forces there. The remaining blinds #1 - #4 just reposition north within the Volga bank. End Russian Command Phase.

German Command Phase:
In the east the two German green squads fire again on the Russian blue squads causing one to lose heart and disengage back into the cover of a burned-out steel oil tank. Return Russian fire all misses. The Germans are rolling hot so far and the Russians are not!


In the west, Hpt. Von Pollus orders the German MMG and blue squad to fire at the Russian white platoon but both miss. The Russian return fire is also off target. [Custom Rule: A unit fired on is an Acquired Target by the firing unit with automatic activation to fire at it. Units that are mutual Acquired Targets are engaged and roll dice to see who fires first (Interactive Fire)] End German Command Phase.

Rally Phase:
All the Russian squads rally. End of Turn 1.

Turn 2 - Germans barely win initiative & force the Russians to go first.

Russian Command Phase:
Out west Kap. Millerov orders the white platoon to boldly advance toward Hall 8 taking defensive fire from the westmost German blue squad that misses. The Russian tactical fire is on target and suppresses the German squad. Then Millerov orders the rest of the nearby blinds to advance. Blind #14 moves out of Building 1 into LOS of the MMG and reveals a platoon (grey), but no defensive fire from the Germans who realize there may be two more platoons coming next. The Russian platoon's tactical fire at the MMG just bounces off the bricks. Blind #13 moves out of Hall 8A into the MMG's LOS and sure enough reveals another platoon (purple). One new dug-in German blue squad just east of the westmost German squad now reveals and defensive fires at the purple platoon along with the MMG. One Russian squad barely survives a dispersal test and runs back to Hall 8A. Another Russian squad fails two disengage tests and is wiped out due to double damage! [Custom Rule: Infantry units also take damage.] Blind #12 moves out of Hall 8A into LOS of the MMG and reveals still another platoon (green). Two more new German squads reveal and defensive fire, one blue squad near Hall 8 and one grey squad in a shell hole just south of Hall 9. One misses but the other causes a Russian squad to falter and disengage back to Hall 8A. Russian tactical fire is anywhere but on target. German fire continues to make it hot for the Russians!


Further east, Kap. Millerov orders the blue platoon at the oil farm to advance. They run into seriously accurate defensive fire from the two German green squads and one Russian squad is dispersed!


Seeing the strong resistance at the oil farm Millerov now orders Blind #5 out of the gully near the oil unloading tank revealing a platoon (tan) that charges toward Hall 10. One German squad in the ground floor of Hall 10 and another dug-in German squad just to the south reveal themselves and both defensive fire at the Russian platoon suppressing one squad in the ruins to the east. A German MMG reveals itself on the top floor of Hall 10 and fires on the Russian tan platoon, causing one squad to lose heart and disengage back into the gully. However, one Russian morale test results in a double six which allows an immediate Reaction Shot against the MMG suppressing it! Urraahhh! The remaining two Russian squads and commander valiantly charge forward and press home an assault on the forward dug-in German squad, dispersing it while only suffering one suppressed squad in return. Finally a Russian success! After winning the assault they reposition to better cover in the nearby shell crater and ruins.


The Blinds #3 and #4 move threateningly north along the Volga bank and into the north gully, staying hidden. End Russian Command Phase.

German Command Phase:
A second German squad in Hall 10 reveals and both squads fire at the Russian squads but they are off target. Russian return fire also just pings off the bricks. Further west the two dug-in German squads near the oil tanks fire on the Russian squads in the shell holes but the Russians just duck down. Russian return fire also misses (no photos). A brief standoff at Hall 10 and the oil farm.

To the west, the German grey squad fires on a Russian green squad but misses as does the Russian return fire. The two German green squads more to the west fire at the Russian purple squads and aim straight and disperse one squad! Finally Von Pollus orders the MMG to fire on the westmost Russian white platoon with devastating effect, dispersing one squad and causing another squad to abandon the charge and run back to Building 1! Nasty MMGs! End German Command Phase.


Rally Phase:
All Russian squads in the west rally except the one in Building 1 and the one in Hall 8A. The western German squad rallies Battle Hardened! In the east all the Russian squads rally except the squad in the gully. The Russian squad in the ruins also rallies Battle Hardened! Unfortunately for the Russians, the German MMG in Hall 10 also rallies. End Turn 2.

Turn 3 - German again wins initiative and again forces the Russian to go first.

Russian Command Phase:
Near the Volga, Kap Millerov orders his Russian platoon (tan) near Hall 10 to get going and bravely assault the German squads in the ground floor of Hall 10. Hpt. Pollus holds fire with the MMG since there are still two more Russian blinds in the nearby gully. The German platoon's defensive fire causes one Russian squad to falter and disengage back to the ruins but the remaining two squads and commander charge into close assault against the two German squads in Hall 10 and get a surprise with a German commander that was lurking right behind them.


The Germans roll very high causing the Russians to lose all 3 attacking units! Yikes! The Russians roll average causing one German squad to be dispersed and another suppressed. There aren't even any Russians left to retreat from the fight!


With most of his tan platoon unfortunately wiped out Kap. Millerov orders Blind #7 out of the gully and reveals a Russian platoon (red) which is immediately shot at by the nasty MMG, again with harsh effect, dispersing one squad and suppressing another! German MMG fire continues to devastate. However, Lady Luck steps in (as usual) and during the Russian end-of-move tactical fire at the MMG one Russian squad fires at the MMG and with deadly accuracy rolls a double six, eliminating the MMG! Payback time! A bit further west the Russian blue squad in the shell crater near the oil unloading fires and misses the German green squad with the return fire also off target.


Over to the west Millerov orders the green platoon with 2 squads and commander to charge forward and assault the nearest German blue squad. One Russian squad is stopped by defensive fire and retreats back to the shell hole, but the remaining two Russian units press home the assault. The rolls for both sides result in one suppression each so the the Russians win the assault because they have one unsuppressed unit left after the assault. The German squad retreats back into Hall 8 and passes his rally test. [ Units retreating from a lost close assault must pass a Rally Test or they are suppressed] Then Millerov orders the purple platoon's squad and commander to assault the centre German green squad, but the accurate defensive fire hits the leading platoon commander hard and he fails his morale roll miserably and he is dispersed! The surviving Russian squad plunges into close combat and takes one suppression but causes two suppressions on the German squad. The Russians win the close assault causing the German squad to be damaged and retreat back into Hall 8. The purple squad wisely decides to reposition back behind the tracks out of close range of the MMG.

The white platoon now rushes forward and close assaults the battle hardened western German blue squad which misses with defensive fire. The German squad is easily eliminated but being Battle Hardened he heroically disperses two Russian squads and suppresses the commander!


Finally the Russian grey platoon advances toward Hall 8 and comes under heavy fire from the MMG which is accurate and deadly, dispersing one squad and causing a second to break off the charge and head back to a shell crater. The Russian tactical fire just pings off the bricks.


End Russian Command Phase.

German Command Phase:
Von Pollus orders the German dug-in green squad by the oil unloading to fire and they shoot straight causing a Russian red squad to abandon position and retreat back into the gully. However, the defensive fire from an adjacent Russian squad is on target and suppresses the German squad. The nearby German green squad fires on the Russian squad in a shell crater near the oil farm but misses. However, the Russian return defensive fire roll is a double-six which disperses the German squad! An encouraging success for the Russians!


A bit more to the west the German grey platoon in front of Hall 9 having seen a friendly platoon's squad on their left flank just wiped out by Russians and company strength Russians outflanking them to the right, Von Pollus orders them to withdraw back towards, and some into, Hall 9.


In the far west, the MMG fires on the Russian grey platoon right in front of it, merely suppressing one squad. Russian return fire just bounces. End German Command Phase.


Rally Phase
The Russian white squad in Building 1 rolls extra low and routs! All other German and Russian squads rally except one Russian squad in the eastern shell crater by the oil tanks, one Russian green squad in the western shell crater and one Russian squad in Hall 8A. End Turn 3.

Turn 4 - Russian Initiative and goes first.

Russian Command Phase:
In the west Kap. Millerov activates the green platoon, now down to one squad and platoon commander, and orders them to close assault Hall 8 from east side flank. One German squad in LOS defensive fires and misses. But it is 2 Russian vs 3 German units so the assault does not go well for the Russians. Both the Russian squad and platoon commander are eliminated but they at least take out 1 German squad in return. Then using combined arms, the tan platoon (2 squads & commander), 1 purple, 1 grey squad and the white platoon commander simultaneously rise up and with a loud "UUURRRAAHHHH" charge forward and close assault Hall 8. The MMG and one German squad defensive fire which suppresses their commander and causes one Russian grey squad to disengage back to a shell hole.


The remaining 4 units assault into Hall 8, eliminating the last 2 German units (platoon command and squad) but 1 Russian unit is dispersed. The Russians have cleared Hall 8's ground floor and the two squads and commander take up new positions as much out of the upper floor MMG's LOS as possible.


Sensing a Russian breakthrough and hoping that the last pesky MMG is soon silenced the company commander in Hall 8A and a purple squad advance to a shell hole on their way to reinforce Hall 8.


Over to the east near the oil farm the blue platoon commander and a squad advance and fire at the German green squad in the foxhole but miss as does the return fire. Now Kap. Millerov activates the Russian red platoon and orders two squads to assault Hall 10 and the remaining squad and platoon commander to assault the German green squad in the foxhole. This must have the Germans rattled since all their defensive fire misses. The German squad in the foxhole is wiped out with both assaulting Russians just taking suppressions so the Russians win. The platoon commander and squad reposition into the foxhole and a nearby shell hole. The other two red Russian squads assault Hall10 against a defending German squad and platoon commander. In the assault one German squad is dispersed and one Russian squad dispersed. A tie so the German defender wins since there are still unsuppressed German defenders. The remaining Russian squad withdraws to a nearby shell crater and passes his rally. Then Kap. Millerov orders the company commander in the gully to activate the two nearby tan squads, hoping they can charge in and finish off the lone defending platoon commander in Hall 10. But they roll snake eyes for activation causing Command Confusion and the Russians lose 3 CP! [Custom Rule: Only a double-one roll for any activation attempt causes Command Confusion and a loss of only 3 Command Impetus.]


In the far north-east Blind #3 activates and charges out of the Volga gully revealing a Russian platoon (cyan) plus the Battlegroup Commander. Unbeknownst to them they are sighted by a fresh German green platoon dug-in to the north of Hall 10, which reveals itself with defensive fire.


The Russian platoon doesn't falter a bit and immediately close assaults the German green platoon. German defensive fire causes one Russian squad to change its mind and retreat back into the gully while the rest press home the assault. the Russian platoon wins the assault losing one Russian squad but eliminating two German squads. The remainder of the German platoon retreats behind the rail car and passes rally.


Now that the threat to their right flank is reduced, on their repositioning move after the successful close assault the Russians pull back into to the cover of nearby shell holes and ruins. End Russian Command Phase.

German Command Phase:
In the far northeast Hpt. Von Pollus orders his units to fire. The green squad behind the flatcar fires at the nearby Russian squad and misses. A new German squad at the north end of Hall 10 reveals by firing at a nearby Russian squad in a shell hole but also misses. His platoon commander moves north from the south end of Hall 10 to support his remaining squad.


Over to the west in Hall 8 the MMG repositions to fire down at the Russian platoon commander below him and hits but the Russian commander casually shrugs off two disengage tests.


Because the ground floor of Hall 8 is now occupied only by Russian troops, this triggers German reserves of one new infantry platoon (red) which appears activated in the north area of Hall 8 and one PzIVD which appears activated at table edge on the nearby road. The tank must stay on the road or railway track, otherwise take a bog test for movement.


Appreciating the arrival of support, Von Pollus orders the tank to move up the road and, spying the Russian platoon commander in Hall 8, fires his 75mm gun at him causing the platoon commander to retreat back into the ruins. The reserve red platoon then moves up into the middle area of Hall 8, still out of LOS of the Russians. End German Command Phase.


Rally Phase:
Unfortunately for the Russians only three Russian squads rally. The rest fail to rally: The platoon commander in Hall 8, the grey squad in a shell hole near Building 1, the purple squad in Hall 8A, the red platoon commander in the foxhole south of Hall 10, and the cyan squad in the northeast gully. End Turn 4.

Turn 5 - German Initiative and goes first.

German Command Phase:
The MMG team, seeing help on the way fires at the Russian platoon commander but misses. The PzIV moves further up the road and railway track to get into better range of the enemy. Still seeing Russian troops in Hall 8 the PzIV fires his 75mm at the Russian squad there causing him to think there must be better places to be and disengage back into the ruins beside his platoon commander.


Then Von Pollus orders the German red platoon in Hall 8 to clear the building of all Russians. The platoon advances and close assaults with two separate combats. The westmost combat with two German squads assaulting the suppressed platoon commander and squad. In this assault the two suppressed Russians are eliminated but still manage to suppress both German squads. In the nearby combat just to the east the remaining two German squads and their platoon commander assault the lone Russian squad. The Russian squad is easily dispersed but he also valiantly manages to suppress two German squads.


Over to the far northeast the German green squad behind the flatcar fires and suppresses the nearby cyan Russian squad in a shell hole. Also the squad in Hall 10 fires on the nearby Russian cyan squad in a shell hole and with deadly aim scores a double-six and disperses it! End German Command Phase.


Russian Command Phase:
The unexpected loss of the 3 Russian units in Hall 8 and the squad to the far northeast has put the Russian side dangerously close to their Battlegroup Break point. So Kap. Millerov orders the Russian company command near Hall 8A with a combined arms order to activate a purple and green squad and move them further east, away from potential enemy fire. He also orders the grey platoon commander in front of Hall 8 to withdraw toward Hall 8A, but the German PzIV defensive fires with uncanny accuracy and, unfortunately for the Russians, scores a double-six which ends the platoon commander troubles. This pushes the Russian side over their Battlegroup Breakpoint immediately ending the game.


Here is the table at game end with a red dot for Russian troops and a blue dot for visible German troops (the still hidden German Battlegroup Commander and Company Commanders are not shown).


Tallying The Score:
The Russians lost 25 of 35 units (71%) and the Germans lost 12 of 38 units (32%).

Comments On The Scenario:
The German MMGs were awesome! The MMG in Hall 8 caused enough mayhem to put the Russians quite far along the road to their Breakpoint . Since the game ended this way we didn't get to define the level of victory based on points earned for each side. I'm still not sure if the initial Russian/German force ratio was high enough, but I feel the balance is so dependent on the MMGs that Lady Luck could step in either way. In any case the group enjoyed playing it!

Historical Aftermath:
On November 10 several hundred Russians managed to assault and control the southern half of Hall 10 but were unable to penetrate further there and also were stopped in the attacks further west toward Halls 9 and 8. Over the day, determined German counterattacks managed to hold against six Russian attacks of 200 to 300 men. Hall 10 was retaken by the Germans the next day, but near daily Russian attacks thereafter ensured that this was the furthest east that the German advance ever achieved in the south part of the steel factory.

Comments On The Panzergrenadier Customized Rules:
The special Stalingrad rules for modelling the intense "rattenkrieg" urban combat seemed to replicate the challenges faced by both sides. The better rally and morale DRMs plus the higher Breakpoint for the Russians was still offset by their inexperience level for activation and firing DRMs. We continue to enjoy game play with this customized rules set.

Thanks for taking the time to look at this AAR! Not sure what will be next. I'd still like to do something like the Kommissar House or Pavlov's House, but these seem to lend themselves more to skirmish level rules than the company/battalion level BGPG rules.

Until next time...

Gary










Tuesday, March 21, 2017

Panzergrenadier AAR - Barrikady Hall 6A - Oct 19/42

Continuing on with the Stalingrad theme, this scenario takes place a few days after the last scenario, Barrikady Prelude. Today the Germans attempt to secure Hall 6A of the northern Barrikady on their right flank before beginning a major attack just to the north with the Volga as goal. The fight for Hall 6A continues to portray the intense, short range, and hand-to-hand combat that began with the Tractor Factory. The Russian resistance stiffens as they adapt faster to the new "rattenkrieg" that the Germans are only beginning to discover.

I suspect that modelling this type of combat in a game played at the company/battalion level requires more abstraction than when using skirmish level rules. However, I decided to try it with our current "go to" rules. These are a customized set of rules for company/battalion based on the Panzergrenadier series (Deluxe & 2nd Edition), adding in some "special" Stalingrad rules. When we use a custom rule in the game log I'll indicate in blue to show where we depart from the original rules.

The Hall 6A model I made is based on this Bundesarchiv photograph of Hall 6c in the excellent book "Island of Fire" by Jason D. Mark.

(copyright by Leaping Horseman Books and Bundesarchiv)

Using the photo I constructed this 18" x 13" model.


I continued with the 1/8 MDF base & 3/16 foamboard walls. Kitty litter, broken up cork, and match sticks for rubble. I couldn't see a way to show the factory filled with debris and destroyed machinery and still have enough room to insert stands of game pieces, so the interior is mostly bare and the terrain difficulties abstracted with special rules.

This is again a very long AAR so, if you like, you can just skim the pictures to get the idea. However, if you are interested in the details and want to read it all, then grab a coffee and enjoy! :-)

Barrikady Hall 6A - October 19, 1942


Historical Overview
Paulus' next step is a major attack between the Brick Works and the Barrikady Factory to push east right to the Volga. Elements of 24th Panzer will provide the main attack in the centre. As a prerequisite to this attack the neighbouring 305th Infantry Division to the south is ordered to clear Hall 6A and Hall 4 of the northern Barrikady Factory to cover the German right flank during the main attack. The weather is heavy rain.

References:
Island of Fire: The Battle For The Barrikady Gun Factory In Stalingrad by Jason D. Mark
Death of The Leaping Horseman: 24th Panzer Division in Stalingrad by Jason D. Mark

Map And General Scenario Notes
The table represents the area at the north end of the Barrikady Factory and includes some of the Barrikady Factory warehouse outbuildings and Hall 6A with train tracks to the west and burnt-out multi-story worker housing to the east.

Here is a general view:


And here is an overview showing the starting areas for each side:


All of the defending Russian units are deployed Hidden on the south 2/3 of the table (south of yellow line) with the German attacking forces deployed in the north. One Russian minefield is known (thanks to some unfortunate German patrol). The oil drums, the turretless T-34s on the rail car, and train engine/railcars are all immobile obstacles.

This is an infantry slugfest and dogfight so no armour is involved. The relative force strengths were added up using only those forces likely to be involved in the battle. For the German forces this was everything, but the Russian forces were "padded" by the addition of some AT Guns and minefields that were not going to see any action. Using the "usable" forces yielded the German attacker at 1190 and Russian defender at 640. This gave a German advantage of 550 points and an excellent ratio of almost 1.9 to 1 for an attack scenario. However, the Russians have the advantage of defending in close assaults and a much better rally modifier. So, as usual, I just crossed my fingers and went with it, hoping my choice of a variable game end starting at the end of Turn 7 would balance the scenario.

We play on a 5x4 foot table in 15mm with figures based on FoW stands and use modified Panzergrenadier rules: Our guns and tanks are 1:1 and we use the 20mm ranges for firing and activation. We also replace Built Up Area terrain with individual buildings or portions of buildings as "small terrain features."

Scenarios in Stalingrad really need some special rules that modify the basic LOS, terrain effects, and close assault rules. As well the troop quality and motivation levels need some special modifications. These became rather extensive and this scenario will test out the following:

Stalingrad Special Terrain And Movement Rules:
LOS visibility between ground level units is limited to 12 inches due to rain, smoke, and rubble. LOS to/from elevated positions is 48 inches, however, due to the heavy rain and smoke, in this scenario all fire beyond 12 inches is considered to be long range. Shell craters are Hard Cover, Impassable by vehicles, and a -1 DRM Hindrance. The Exploit Order Phase is not used.

I had a choice of leaving the whole factory as one big terrain feature and having units approach and close assault as they discover an enemy unit (including any defenders within 1 inch as per original rules). But since the whole factory will be packed tight with troops for the most part it seemed better to divide the Hall 6A factory into the eight "small terrain feature" areas defined by its internal walls. Using this approach, there is no LOS to/from units inside a factory area from units outside unless they are manning a wall of that area. Inside Hall 6A the LOS between units is limited to only 1/4 inch (about 20 feet) for Defensive Fire purposes to represent the extreme LOS blockages within the factory due to rubble, smoke, and destroyed machinery. All factory areas provide Hard Cover for Direct Fire and +2 Strongpoint for close assaults.

Close assaults include all attacking units that can reach the perimeter wall of the defending area. All defending units within that area participate, but not any friendly units outside and touching the perimeter wall. The maximum stacking within each area is 6 units (max combat group size) but may be further limited to the units that can fit within the area. Even though 6 units may defend an area, attacking Combat Groups are limited to a maximum of one platoon (usually 4 units max) since that is their normal command structure. We also decided to not use the Fall Back option, feeling that the Russians did not have that as an option and that the terrain dictated that close assaults would be too sudden and at at too close a range to do anything but engage.

After a close assault, if an area is captured, the winning troops cannot re-position within 1/4 inch of an adjacent enemy held area wall (the density of units in each area dictates a very short repositioning range just outside of LOS, otherwise the standard 4 inch minimum distance from the enemy for repositioning after a successful close assault would not allow hardly any successful troops into the captured area.) If not all the winning units can fit in a captured area, then some may have to reposition back to an entry area. Losers must continue to withdraw if the area they withdraw to is full and must withdraw to the next adjacent friendly area or outside the factory.

Stalingrad Troop Quality Rules:
Germans: Up to mid-1942 the German forces were generally regular troops, sometimes aggressive. By mid-October '42 in Stalingrad most troops are at best regular troops and no longer aggressive to reflect losses, particularly NCOs and officers and the addition of less experienced replacements. Despite this the attacking forces in Stalingrad pressed very hard to win quickly so here they are allowed to ignore Breakpoint Test suppression retreats and have a Battlegroup Breakpoint at 60%. Fresh units thrown into battle (eg. Pioneers) may still retain their original aggressive characteristics.

Russians: In early war fighting Russian forces were generally inexperienced troops, usually Tenacious. By mid-October '42 in Stalingrad, despite incredible losses, their requirement to adapt to "rattenkrieg" with no option of retreat altered their resistance to effectively a fanatical level. Therefore the Russian ignores any suppression results from a Breakpoint Test. Russians also have a whopping 70% Battlegroup Breakpoint before losing the game. In addition, all units have a unique capabilities to accent their defensive strength: For all dice rolls, Russians are -1 for Phase Activation, +1 for Defensive Fire Activation, -1 for Direct Fire, +1 for Close Assault, +1 for Morale, and +2 for Rally, all relative to 0 as a base. Additionally they do not pay 1 Command Impetus to activate if Out Of Contact.

Some New General BGPG Custom Rules:
- Firing into and out of windows is limited to a 60 Deg Arc-of-Fire.
- If one or more units in a close assault are suppressed, but this is less than 50% suppressed units, then a -1 DRM is applied for each to a maximum of -2 (there was no penalty for <50% of units suppressed).
- An additional +1 DRM modifier is added for each unit in a close assault to a maximum of +4 DRM. We felt that in close assaults the side with multiple units was not being given enough capability to effect a result with a low roll (any net roll <5 was no effect regardless of the number of units). So I added a DRM of +1 for each unit in the melee (max 4) and revised the Close Assault Table to yield results for net rolls from 2-16. The average dice roll of 7 and max dice roll results remain very nearly the same as the original table, but now if multiple units roll low or have negative DRMs at least they can cause a suppression or two.


Russian Briefing and Force (Kapitan Lowellinov, Kapitan Chapovsky)
An attack on Hall 6A of the Barrikady Gun Factory is expected from the north at any time. Since local forces have proven inadequate, Chuikov has ferried Col. Lyudnikov's fresh 138th Rifle Division across the Volga with orders to hold Hall 6A and the Barrikady Factory at all cost. As commander of the 138th's force in Hall 6A and the area nearby you have set your troops into strong defensive positions in depth, applying lessons learned for dug-in protection against the usual pre-bombardment. To underscore the importance of holding Hall 6A, if the German attack is stronger than expected you have been allocated infantry reserves to counterattack with.

Mission: Maintain at least one Russian squad/command in at least one of the 8 main Hall 6A areas at the end of each game turn until the game ends to win, or cause a German Battlegroup Break Point. Otherwise lose.

Special Rules: Russian forces are already deployed Hidden or under blinds as per the map. All units not in buildings/ruins are entrenched. The AT Guns and MMGs may not be moved from the entrenchments or buildings they are in at the start. Ignore the Breakpoint Test. Battlegroup Breakpoint is 70%. No artillery support.

Deployment:
On Table at Start (deployed as per map):
Elements of 138th Division (all Inexperienced except as noted)
Battlegroup Command (Regular)
1st Company Command
Rifle Platoon (command, 3x rifle squad)
Rifle Platoon (command, 3x rifle squad)
Rifle Platoon (command, 3x rifle squad)
Rifle Platoon (command, 3x rifle squad)
2nd Company Command
Rifle Platoon (command, 3x rifle squad)
Rifle Platoon (command, 3x rifle squad)
MMG Teams (2x command, 3x Maxim MMG Team)
Anti-Tank Gun Teams (3x 45mm AT Gun)
Minefields (4x mines)

Reserves: ( from 138th Division - all Inexperienced)
Turn 2 - Rifle Platoon (command, 3x rifle squad)
Turn 4 - Rifle Platoon (command, 3x rifle squad)

One Reserve platoon may be placed on the table under a blind at the end of a friendly Command Phase according to the scheduled arrival time. It must be placed within 6" of any friendly Company Commander or in any friendly factory area even those adjacent to a German held area, or not within 6" of a German unit if not placed in a factory area. No Exploit reserves.

Here is the Russian set-up.


The deployment inside Hall 6A is shown below, however the German will only see blinds for each factory area. There is a light defence of the outer areas with a second stronger line of defence in the internal areas. The MMGs are set to control fire lanes on each side of Hall 6A and outlying platoons positioned to the south and east that can be called upon as needed until reserves arrive. In case the Germans include any marauding panzers (there are none) three 45mm AT guns are dug-in to the south and east.


Contents of each Russian Blind Number within the factory:
Blind 1 - 1 squad (from 6) Blind 5 - 2 squads, command
Blind 2 - 1 squad (from 5) Blind 6 - 2 squads, command, CoCmd
Blind 3 - 1 squad (from 4) Blind 7 - 2 squads, command
Blind 4 - 2 squads, command Blind 8 - 1 squad (from 7)

German Briefing and Force (Hauptmann Pollanstein and Hauptmann Millerein)
In command of 576 Infantry Regiment of 305th Infantry Division, on Oct 19th at you are ordered to attack Hall 6A of the northern Barrikady Factory area from the north and clear it of any enemy. You will attack at dawn and it is expected that your objectives will be met by 0800. Your early success is vital to cover the right flank of the main attack in the north toward the Volga which is scheduled the same morning by the remainder of 305th Infantry Division and 24th Panzer Division. The main attack cannot proceed until Hall 6A is secured. With the scheduled heavy pre-bombardment by artillery and Stukas, plus reports that Hall 6A is lightly held by leftover elements of retreating troops, it is expected that resistance will be light. In the event resistance is stronger than expected you have been allocated reserves to deal with it quickly.

Mission: Clear all 8 main Hall 6A areas of Russian troops at the end of any game turn to win, or cause a Russian Battlegroup Break Point. Otherwise lose at game end.

Special Rules: Ignore the Breakpoint Test. Battlegroup Breakpoint is 60%. The Heavy Weapons platoon may not be moved. No Smoke or Indirect Fire for the Infantry Gun. No artillery support.

Deployment:
On Table at Start (deployed as per map):
Battlegroup Command
Infantry Company #1 Command
Rifle Plt (Command, 3xRifle/LMG squad)
Rifle Plt (Command, 4xRifle/LMG squad)
Rifle Plt (Command, 3xRifle/LMG squad)
Infantry Company #2 Command
Rifle Plt (Command, 3xRifle/LMG squad)
Rifle Plt (Command, 3xRifle/LMG squad)
Rifle Plt (Command, 3xRifle/LMG squad)
Heavy Weapons Platoon (command, 1x MMG team,
(1x 75mm Inf Gun)

Reserves:
Turn 1 - Rifle Plt (Command, 3xRifle/LMG squad)
Turn 3 - Rifle Plt (Command, 3xRifle/LMG squad)
Turn 5 - Rifle Plt (Command, 3xRifle/LMG squad)

One Reserve platoon may be placed on the table at the end of a friendly Command Phase according to the scheduled arrival time. It must be placed within 6" of any friendly Company Commander but not in a factory area adjacent to a Russian held area, and not within 6" of a Russian unit if not placed in a factory area. No Exploit reserves.

Here is the German deployment:


The two German companies are set to attack Hall 6A and the artillery pre-bombardment has just ended. The Heavy Weapons platoon has orders to only provide harassing fire and maintain position to protect the flank of the main attack to the east later in the day.

Game Play

Turn 1 - Russian Initiative & force Germans to go first.

German Command Phase:
Hauptmann Pollanstein orders the Heavy Weapon Platoon's commander in the Machine Shop to recon the north end of Building #1 but he sees nothing. The commander then orders the Infantry Gun to fire a shell into the top floor of Building #1 with Area Fire where a pesky Russian MG may be lurking and hopefully force them to keep their heads down. But the fire causes no effect. [Custom Rule: Direct firing artillery and AFVs with gun sizes 75mm and up may Area Fire at a terrain point containing infantry type units using only range/LOS hindrances and will hit on a 7+. The single gun template and On-Board Indirect Fire results table are used for effect.] The nearby MMG then performs a Recon by Fire onto the second floor of distant Building #2, again with no effect.


To open the ground assault on Hall 6A, he orders his blue squad to charge at the double and assault Area 3 in the factory. One Russian defender is revealed under the blind who Defensive Fires from a window and suppresses one German squad. The remaining two squads assault without the commander who can't get there. Two on one against a Strongpoint is always iffy but the Germans triumph, dispersing the Russian squad, but at high cost since one German squad is also dispersed, leaving just one German squad in Area 3. But it is a toehold in Hall 6A!


With Area 3 in German hands, Pollanstein goes for a major assault with both red and green platoons from Warehouses #3 and #4. He declares a Coordinated Infantry Assault Order. [Our group has not used this order before, not realizing how powerful it is!] Both platoons pass activation with help from Command Impetus (needed another 3 Impetus) and both roll high for movement, combining to assault Area 2 of the factory. Since Area 3 is now friendly two squads of the overstrength red platoon move through Area 3 to assault Area 2 while the remainder plus green platoon assaults through the outside wall. Single Russian squads in Areas 1 and 2 both reveal themselves from blinds and Defensive Fire, suppressing one green squad. The massive assault goes in with predictable results, the Russian squad is easily dispersed but acquits himself well by dispersing one German squad and suppressing two others! Now two areas of eight in the factory are in German hands!


Flushed with success Hpt. Pollanstein again issues a Coordinated Infantry Assault Order to both the grey platoon in Warehouse #1 and purple platoon in Warehouse #2 to the north. The grey platoon passes activation but the purple platoon fails (the runner slipped in the mud), and the Germans are too low on Command Impetus after spending 4 Impetus on the last assault and 1 more or this one so the purple platoon can't activate. The grey platoon has to assault alone into Area 8. As they advance a hidden Russian MMG in the top floor of Building #1 rolls snake eyes for Command Confusion (on a vodka breakfast?) when trying to activate for Defensive Fire, so the Russians lose 3 Command Impetus. [Custom Rule: Only a double-one roll for any activation attempt causes Command Confusion with a loss of only 3 Command Impetus.] A single Russian squad in Area 8 reveals himself from the blind and Defensive Fires causing one German squad to Disengage back to a shell hole suppressed with damage while the remainder of the German platoon charge into the assault. [Custom Rule: Infantry units also take damage.] The Russian squad is eliminated at a cost of 2 suppressed German squads. Since the assault took place within Area 3 the 2 suppressed Germans units can reposition within Area 3. There are now three factory areas in German hands!


Pollanstein orders the last remaining white platoon west of Warehouse #2 to double time forward and assault Area 4 of the factory. However, only 3 squads are able to make it into the assault (the command couldn't make it). On the way in one Russian squad shoots straight with Defensive Fire causing a Disengage Test for one German squad which rolls nasty low on his morale check and is eliminated! The remaining 2 German squads discover that Area 4 is much more strongly held as lifting the blind reveals three Russian units! These units outnumber the Germans and also roll high eliminating both German squads! The Germans roll low, only suppressing two Russians. So the attack on Area 4 is repulsed with heavy losses! This is some respite for the Russians, winning one of the four assaults this turn.


The Company Commanders move up and, seeing the problem in Area 4, at the end of the German Command Phase Hpt. Pollanstein orders one reserve platoon to deploy at the factory wall just outside of Area 3.


End German Command Phase.

Russian Command Phase:
Kapitan Chapovsky orders the MMG Platoon in Building #1 to fire. The revealed Maxim fires at the German blue squad in the shell hole and misses but acquires it as a target. [Custom Rule: A unit fired on is an Acquired Target by the firing unit with automatic activation to fire at it. Units that are mutual Acquired Targets are engaged and roll dice to see who fires first (Interactive Fire)] Then a newly revealed Maxim on the north wall of Building #1 fires at the Infantry Gun and misses, however acquiring it as a target. The smoke and heavy rain are affecting accuracy.


Kap. Chapovsky sees the weakness in Area 1's defence and activates Blind #6 (one platoon) in Area 6 to move into Area 1 to reinforce the lone squad there. Since this leaves Area 6 empty, he thinks to move his hidden white platoon in the south around the Tool Shop into Area 6 but they fail activation (didn't hear the order) and the Russians are too low on Impetus. Also feeling the pressure on Areas 5 and 7, Chapovsky activates a hidden platoon in the shell holes on the east side and rapid moves them into the factory using hidden movement under blinds, splitting the platoon up into 1 squad under one blind which continues moving into Area 5 and the remaining 2 squads and command under a second blind into area 7. With no reserves available this turn, Chapovsky crosses his fingers that the Germans don't break through somewhere and claim Area 6 without a fight.


Exploit Phase: Not used in this scenario.

Rally Phase: All suppressed units rally except for 2 German squads, one green squad on the tracks and one blue squad in Area 8. One Russian squad in Area 4 fails. End Turn 1.

Here is the factory from the west side.


Turn 2 - Russian Initiative and goes first

Russian Command Phase:
The MMG platoon in the east fires on the 75mm Infantry Gun but misses. Kap. Chapovsky orders the south platoon to move into the factory but they still do not get the order and Chapovsky does not wish to spend valuable Impetus so they stay put. The single squad in Area 1 fires at the suppressed German squad on the tracks causing a suppression, but the enemy squad is already suppressed so no change. Chapovsky orders a reserve platoon to deploy into Area 6. End Russian Command Phase.

Here are the Russian actions from the opposite side of the factory, viewed from the east.


German Command Phase:
Hauptmann Millerein issues a Coordinated Infantry Assault Order to the red and beige platoons to assault Area 4. No Defensive Fire since the Russian squad is suppressed. The Germans assault and win with all Russians eliminated at a cost of only one German unit dispersed and one suppressed. All the German attackers move into Area 4 after reducing that pesky Russian resistance point.


Next, sensing his troops are on a roll, Millerein issues another Coordinated Infantry Assault Order to the green platoon in Area 2 and blue platoon in Area 3 and outside the factory to both assault into Area 1. The Germans roll well causing 3 Russian units to be dispersed and 1 suppressed while the Russians, even with 5 defenders, roll low for only 2 German units dispersed and 2 suppressed. So the 2 remaining Russian units have to retreat back to Area 6. However, the Germans decide to not occupy Area 1 since they feel their force is too weak to hold it against a Russian counterattack. The unknown strength under the remaining Russian blinds is a factor!


The Heavy Weapons platoon MMG and Infantry Gun and the Russian Maxim all exchange fire and all miss. The heavy rain and hard cover continue to make for poor aiming.

Seeing Millerein's success Hauptmann Pollanstein issues a Coordinated Infantry Assault Order to the purple platoon in Warehouse #2 and the grey platoon in Area 8 to both assault into Area 7. The grey squad in the shell hole moves into Area 8 but the Maxim holds Defensive Fire, waiting for the bigger purple platoon target. When purple platoon moves out into the open the MMG in Building #1 opens up with accurate Defensive Fire, dispersing one squad and causing a second to disengage back to a shell hole. The remaining two units make it into Area 8 but do not have enough movement to make it into the assault, so they must stay in Area 8.


Therefore the grey platoon, short one squad due to suppression, assaults alone into Area 7 figuring to at least soften it up for a later assault. Area 7 reveals both blinds showing it to be strongly held by 6 Russian defenders! Yikes! Defensive Fire from one Russian squad at the wall misses but the ensuing melee disperses all 3 German attackers while the Russians only suffer 2 dispersed and one suppressed. The Russians repulse another attack and continue to hold Area 7! The second Russian success in close assaults! However, the story could have been much different if purple platoon had rolled higher for movement.


End of German Command Phase. No Reserves available this turn.

Rally Phase:  The Area 6 Russian rallies, All Germans rally except for the blue commander in Area 2, the beige squad in Area 4, and the purple squad in the shell hole by Warehouse #2. End Turn 2.

The Russians are still holding 3 areas and Area 1 one is vacant.

Turn 3 - German Initiative and goes first.

German Command Phase:
Hauptmann Millerein issues a Coordinated Infantry Assault Order to the red and beige platoons in Area 4 to assault the now softened up Russians in Area 7. They assault and the 4 remaining Russian defenders are wiped out. The Russians roll low again so only manage to disperse one German attacker and suppress another. Area 7 is now German! Hpt. Pollanstein orders the two depleted platoons in Area 8 to perform a reorganization, consolidating the remnants of grey and purple platoons into one purple platoon. [Custom Rule: At a cost of one Impetus a reorganization of reduced platoons into one platoon can also be done by a commander in Command Phase just before issuing a regular order.] The consolidated purple platoon moves into Area 4 to defend it against a possible Russian counterattack. The Company Commanders move up, one to Area 3 and one to Area 4.


Next, Millerein activates the green platoon with intent to move into Area 1 to occupy it. As the squad on the tracks starts toward the factory a Russian squad is revealed in a shell hole to the south and Defensive Fires suppressing the squad. Without a full strength platoon, green platoon Millerein decides to just have them reconsolidate in Area 2 and occupy the internal wall for potential Defensive Fire opportunities.


Meanwhile, Pollanstein orders the Heavy Weapons platoon to exchange fire with the Russian MMG but everyone misses. The Battalion Commander moves up into Area 4. Hpts. Millerein and Pollanstein decide to bring in more reserves so a German reserve scout platoon is deployed in Area 3 (no one is spared, even scouts!). End German Command Phase.


Russian Command Phase:
Kap. Chapovsky orders the platoon that is currently deployed and hidden in the Tool Shop area to rapid move into Area 1 and, if possible, assault into Area 2. But they don't roll quite enough for movement to enter an assault so just occupy defensive positions in Area 1.


Chapovsky decides the Russian troops in Areas 5 and 6 should remain in defensive positions and under blinds with unknown strength. The MMG platoon in Building #1 exchanges fire with the German Heavy Weapons platoon to no effect. No Russian reserves this turn. End Russian Command Phase.

Rally Phase: All the Germans rally except the green squad on the tracks, a beige squad in Area 7, and the purple squad in the shell hole by Warehouse #2. End Turn 3.

At the end of Turn 3 the Germans control 5 of the 8 factory areas with the Russians clinging to Areas 1, 6 and 5. Here is the situation.


Turn 4 - German initiative and goes first.

German Command Phase:
To continue the battle, Hauptmann Millerein wishes to eliminate the Area 5 Russian salient and issues a Coordinated Infantry Assault Order to the red platoon and beige platoon in Area 7 which includes one beige squad in Area 4. They all attack into Area 5 from the east. The defending Russians are not expecting an attack from Area 7 so there are no squads positioned to Defensive Fire. Surprise attack! The blinds reveal 2 Russian squads and a command under one blind and 1 squad under the other. The assault goes in but the Germans barely win this one, with the Russians sustaining losses of 2 dispersed and 2 suppressed, while the Germans have losses of 2 dispersed and one suppressed. Close shave! The Germans occupy Area 5 while the 2 surviving Russians retreat through Area 6 into Area 1 since Area 6 is full.

To further compound the deteriorating Russian position, seeing 2 suppressed Russians now in Area 1, Millerein issues a Coordinated Infantry Assault Order to the scout platoon in Area 3 and the green platoon in Area 2 and orders them to assault Area 1. The Germans win this close assault as well causing 4 Russians to disperse and 1 suppression. The Germans sustain a loss of 3 dispersed. The Germans occupy Area 1. Since Area 6 is full, the two surviving Russians (1 suppressed) from Area 1 retreat south to shell holes outside of the factory.


Next, Hpt. Pollanstein orders the purple platoon in Area 4 to move into Area 7 and take over the defence there (no photo). The Company Commanders and Battlegroup Commander move up and make themselves useful by occupying the German factory area positions behind the front line to prevent any Russian reserves appearing in those areas (no photo). The Heavy Weapons platoon again exchanges fire with the MMG with no effect. No German reserves this turn. End German Command Phase.

Russian Command Phase:
The MMG in Building #1 exchanges fire with the German Infantry Gun in the Machine Shop with the Russian getting a lucky hit causing the Infantry Gun to disengage back to the north wall of the Machine Shop.


With only Area 6 still in Russian hands Kap. Chapovsky becomes desperate and decides to counterattack into Area 5, held by slightly weaker German forces. Knowing he has a reserve platoon deploying at the end of the turn, he commits all his remaining force in the factory by issuing a Coordinated Infantry Assault Order to his Area 6 troops. The Company Commander himself will lead the assaulting force! He assumes the role of platoon commander and activates the one remaining blue squad there to comprise one Combat Group of 2 units. The blind in Area 6 is revealed to be a purple platoon which activates as the second Combat Group. Both groups assault into Area 5 and the Russians finally roll high, dispersing all 4 German units there! Only two Russians are dispersed on the German roll.


The grey platoon commander in the shell hole to the south activates himself and moves alone into Area 6 . A second Company Commander reveals himself in a nearby shell hole just to the south and also moves into Area 6 to aid in its defence. As a last action, the only remaining Russian reserve platoon deploys into Area 6 to bring the total Russian defenders there up to 6. End Russian Command Phase.


Rally Phase: All the suppressed units rally except the German purple squad in the shell hole rolls a net 2 and routs so is eliminated. the German squad on the tracks rolls a double-six to rally and become Battle Hardened.

End turn 4. The successful counterattack has given the Russians a bit of breathing room. The loss of Area 5 and more importantly, the loss of a whole German platoon there has weakened the German position somewhat. Will the Germans wait for more reinforcements at the end of Turn 5 before renewing their attack in Turn 6? Meanwhile the body count is rising quickly and both sides are approaching their Battlegroup Breakpoints!

Turn 5 - German initiative and goes first.

German Command Phase:
Knowing a reserve platoon is on the way, Hauptmann Millerein issues a Coordinated Infantry Assault Order to the blue and scout platoons. Blue platoon's commander in Area 2 spends an Impetus to reorganize and acquires the Battle Hardened green squad outside on the tracks to make a 2 unit blue platoon. They and the scout platoon in Area 1 both assault into Area 5, completely wiping out the 4 Russians there and re-capturing Area 5. But the Germans lose 3 dispersed and one suppressed. The suppressed scout commander re-positions back to Area 2.


In the Machine Shop to the east Hauptmann Pollanstein orders the MMG to fire at the Russian Maxim in Building #1 and rolls high to disengage the Russian MMG, which barely lives through a second suppression test. The Maxim retreats back into Building #1.


With only two units defending Area 5 Hauptmann Pollanstein activates the lone white squad in Area 7 to move over into Area 5 to bolster its defence. And then with a separate activation also moves the green commander in Area 7 to Area 5. To further present a solid front line defence the German Company Commanders move up, one moving from Area 3 to Area 2 and one from Area 8 to Area 7. The Germans risk having some Russians sneak into vacant Areas 3 and 8, but they feel the Russian reserves are at an end and take the risk. At the end of their command phase the Germans bring in a reserve platoon to Area 2. End German Command Phase.


Russian Command Phase:
Kapitan Lowellinov and Kapitan Chapovsky confer and decide to just stand firm and wait for the impending German attack. They issue a round of vodka to the Area 6 troops, knowing that for many it will be their last. End Russian Command Phase.

Rally Phase: The German Infantry Gun rallies, The scout platoon commander rallies with a double-six to make him Battle Hardened (+1 in close assaults). The Russian MMG rallies. End Turn 5.

Turn 6 - German initiative and they force the Russians to go first.

Russian Command Phase: Clever of the Germans to force the Russians to go first! Now if the Germans win Area 6 in their Command Phase the Russians can't counterattack and gain an area back. Knowing this, the Russians decide they need a bit of insurance, so they activate the damaged squad in the shell hole outside Hall 6A and move him into Area 1 so the Russians hold 2 factory areas. While he is just cannon fodder, this lone Russian squad does make it a German requirement to use up one more close assault just to get it back. End Russian Command Phase.


German Command Phase:
Pollanstein and Millerein activate the scout platoon commander in Area 2 who reorganizes and acquires the lone white squad in Area 5 nearby. The two units assault into Area 1 eliminating the lone Russian squad at no loss to the Germans except for one suppression. 

It is not looking good for the Russians since they are down to holding only Area 6! But both sides are now dangerously close to their Battlegroup Breakpoints!


Hpts. Millerein and Pollanstein now order the "Big Push" a Coordinated Infantry Assault on Area 6 using the fresh reserve platoon with 4 units from Area 2 attacking through Area 1 and the blue platoon attacking from Area 5 with 2 units, one Battle-Hardened.


The German assault goes in and the Germans score well with a whopping 4 Russians dispersed and 1 suppressed. This pushes the Russians over their Battlegroup Breakpoint which means they immediately lose the game. But wait! Close assaults are simultaneous so the Russians have yet to roll for damage to the German side. It's a nail-biter as the Russians roll and with the 6 defending units in Area 6 they disperse 3 German units! This causes the Germans to also go over their Battlegroup Breakpoint so the Germans immediately lose the game as well! Both sides lose simultaneously!

It somehow seems fitting for a Stalingrad "rattenkrieg" battle!

Historical Aftermath:
The German attack was expected to clear Hall 6A before 0800 to allow the main German attack to the north to commence. This didn't happen and with the unexpected strong Russian resistance the German attack to the north was called off. By the end of the day a strong Russian counterattack re-captured most of Hall 6A. It would be another week before Hall 6A and Hall 4 were finally cleared by 305th Division.

Comments On The Scenario:
Well, the play balance certainly worked out with simultaneous losses by Battlegroup BreakPoint. The scenario portrayed the back and forth battles within Hall 6A. Areas 1 and 5 changed hands three times! Planning for battles for each area became very strategic, almost chess-like. At times during the game I felt it was like playing "Whack-a-Mole" with dice! Since almost all of the combat involved heavy close assaults, there were incredible losses on both sides which was also pretty historical for the "meat grinder" of Stalingrad.

I solved my concern for how to track damage, suppression, and battle hardened status for the dense mass of units inside the factory. Previously we used loose glass beads but they were not suitable for this. So I just cut disks off of a wood dowel, painted them appropriate colours and, when needed, just stuck them onto the unit's base with sticky-tac. Worked great. All said I was pretty happy with the scenario.

Comments On The Panzergrenadier Customized Rules:
Our customized set of rules based on the Panzergrenadier series (Deluxe & 2nd Edition) continues to deliver, even with this high unit density scenario. The choice of factory areas being assigned as "small terrain features" was a good one and worked well for the confined small spaces within the factory model. The Coordinated Infantry Assault Order reigned supreme in this scenario. Without it German attack success would have been much more difficult since the odds for close assaults would have been more even. Our new Close Assault Table worked well, yielding an effect on low dice rolls. The better rally and morale DRMs plus the higher Breakpoint for the Russians was still offset by their inexperience level for activation and firing DRMs. The new Stalingrad special rules for fighting within the factory worked well for modelling "rattenkrieg" combat at the company/battalion level.

Thanks for reading this far! Hope you found it entertaining! Not sure what is up next or when, but it's all good since our gaming universe unfolds as it should. 

See you next time! - Gary