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
Holy Mackerel!? That Hall 6 model is AMAZING! Well done, Gary!
ReplyDeleteFor me, finding the right balance between "realistic looking" terrain and having a playable surface is difficult. Looks like you've found a perfect balance - beautiful piece of terrain that clearly looks like industrial ruins - but totally playable inside that can just be packed with bases of infantry for a massive battle within the building!
Thanks, Tim! Yeah, the model actually turned out better than I expected. BTW - You know it's all your fault! See what you started me on back in '05?
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