Sunday, December 21, 2014

BGPG Deluxe AAR - "Armour Tryout"

Previously our wargaming group gave the new BGPG Deluxe rules a whirl using only infantry. After playing the "Infantry Tryout" (check it out here) we played an armour game to explore the changes in Deluxe for tanks and guns.

Our "Armour Tryout" was played 100% by the Deluxe rules, except for two changes. First, we used the 20mm ranges for firing and activation since we play with Flames of War sized model bases. Second, we replaced the BUA terrain with individual buildings and called them "small terrain features."

Scenario

Same map as the "Infantry Tryout" Same loose historical basis with a rural setting near Smolensk. The Russians are throwing everything at the advancing German colossus. This scenario is an armour meeting engagement at a small village. A German spearhead meets Russian armour determined to halt the enemy. The Germans are regulars but the Russians are all scraped-up militia, no match for a trained enemy. But will their numerical quantity win the day? Only tanks and AT guns were fielded, without artillery or infantry, so we could learn how armour works with Deluxe.

Same terrain, woods (Difficult), low crops, low hedge, and low stone walls, plus the usual Russian rural village buildings. Same game length of 7 turns on a 4x4 table. No objective was defined for each side except to cause the enemy to lose by reaching Battlegroup Break Point (50% loss). A duel to the death!

Again I used the Deluxe points system with 700 German points and 780 Russian points (ratio = 1.1 Russian to 1 German) to see how it worked. I decided to give the Russians a little extra since they were crappy militia. The Russian side will break after losing 7 tanks and the German after losing 5.

Tim played the Germans and Rick and I played the Russians.

German Force
BG HQ (Radio Truck)
AFV HQ (1x PzBefWgn)
Light Tank Platoon (command Pz35(t), 3x PzII)
Medium Tank Platoon (command PzIIIH, 3x PzIIIH)
Anti-Tank Team (1x 37mm AT Gun, 1x Truck)

Russian Force
BG HQ (BA-6 Armoured Car)
AFV HQ (1x T-26A)
Light Tank Company (command T-26, 4x T-26)
Recon Tank Company (command BT-7, 3x BT-7)
Medium Tank Company (command T-34A, 1x T-34A)
Anti-Tank Team (1x 45mm AT Gun, 1x Truck)

Game Play

Since this is a "tryout" game, the blow-by-blow is skipped and only the game start & end positions are shown with the lines of advance undertaken during game play.

Rick and I lost the coin toss and had to deploy first. We liked the open field on the left flank and put our two light tank companies there, with the T-34 platoon on the road. The AT gun went on the right to screen our flank.


Tim deployed second with his light PzIIs in the woods (not concerned about bogging down!) to face off against the Russian light tanks. The PzIIIs in the centre to counter the T-34s and the Pak 36 "doorknocker" there too.

Now we looked to see what advantages and disadvantages the Russian might have and quickly realized that Deluxe tightened down even harder on Militia crews than Version 2. Enemy fire on Russian militia AFVs now get a +1 DRM in addition to Version 2's DRMs of -1 for Firing, -1 for Morale tests, and -1 for Rally tests. Another change in Deluxe is Russian tanks are classed as Inferior so when firing under a Tactical Move & Fire Order there is a -1 DRM and no long range fire allowed. Plus an additional -1 DRM if turning turrets in Defensive Fire.

Thinking about this, if a Russian militia AFV is under a Tactical Move and Fire order, the DRM is -1 for militia, -1 for Tactical Move, -1 for Inferior AFV, and no long range fire allowed. That's a -3 DRM before any cover or LOS hindrances the target may have! If the militia AFV is taking fire while moving under a Rapid Advance the enemy gets a +2 DRM (+1 for Rapid Advance, +1 for militia) and if a Tactical Move and Fire order just the +1 DRM for militia. Might as well paint a bulls-eye on them!

OK, Rick and I thought about this and decided that our only chance was to Rapid Advance to close the range to get the +2 DRM to counter the militia/Inferior handicaps. So we decided to go hell-bent-for-leather and try to get the BT-7s and T-26s on the PzIIIs right flank and cross our fingers, hoping the PzIIs would bog down in the woods. Meanwhile the T-34s would close on the PzIIIs left flank and maybe give someone, somewhere, a side shot on the PzIIIs. The plan should go like this...


Well it didn't quite work out that way. Tim advanced the PzIIIs up the road while most of the PzIIs got to the woods edge and both his Combat Groups seriously shot up the BT-7s and T-26s before the T-34s arrived. The BT-7s and T-26s rarely hit while moving plus the PzIIs are a small target and in cover. When they did it was either a ping or a disengage. The German fire, without the Russian handicaps, was pretty deadly, forcing those that survived to disengage back into the crop, suppressed, where one-by-one they perished (-1 to Rally). One PzIII brewed up on a critical hit and one PzII was abandoned deep in the woods on a Bog Test. The only good thing was after their 4th tank flamed up, the Russians passed their 25% Break Point test to lend a bit of hope.


Meanwhile on the Russian right, the T-34s advanced up the road but couldn't get any effective hits on the PzIIIs. Without any need to guard the right flank, the 45mm AT gun also moved up and unlimbered near the T-34's. A lucky shot from the AT gun caused one PzIII to disengage.


Just when the T-34s advanced further up the road, looking for a juicy side hit on another PzIII or two, fire from the PzIIs bagged the 7th Russian tank in the crop field and ended the game. Basically a turkey shoot!

Here is what the table looked like at game end.


Tallying up the score:

The Russian side lost 7 tanks and the German side lost two, only one to Russian fire! A major German win.

Some More Things We Liked About Deluxe (beyond those listed in "Infantry Tryout")

1. AT Fire is similar to Version 2 so it is easy to migrate to Deluxe.
2. Ordinance vs infantry (in this case vs. guns) is nicely incorporated into the new Infantry Fire Table (IFT) matrix.
3. National differences (Command tank, Inferior tank)
4. Crew quality effect (militia crews are awful!).

Some More Things We Are Not Sure Of

1. Terrain LOS hindrances (low walls & hedges) are -1 DRM but shown N/A for AFVs (we used them).
2. A small armour force with one AFV HQ must use the BG HQ to activate an AT gun "in contact."

Summary

Everyone liked the game play and are looking forward to playing more BGPG Deluxe. The armour rules have changed in some areas, but much less than for infantry, so we were on more familiar ground after Version 2. We felt the battle yielded pretty much historical results for the militia Russians "charging the enemy" tactic we chose. If the Russian had had the time to play cagey and wait, making the German player attack into a planned defense so the Russian's could fire from cover without moving, and be at short range, the results would likely have been closer. However, mixing it up this way got us to the meat of the armour rules.

It is unanimous that we all want our next game with Deluxe to be a full combined arms scenario with infantry, tanks, guns, and artillery. Looks like that should be on the table some time in January 2015. Until then, thanks for reading here! Merry Christmas and Happy New Year to all! - Gary

Thursday, December 18, 2014

BGPG Deluxe AAR - "Infantry Tryout"

Yes, this is a return to action "later-than-I-thought-it -would-be." Hope you all had a great summer! Canadian lakes in summer can't be beat. While the sunny days were "outside" days, even the rainy days were good, allowing me to paint up some new 15mm Russian rural houses (Kerr & King), some wooden fences (Ironclad Miniatures), and some low stone walls (Foxhole Terrain).

Wish summer didn't have to end. After being dragged kicking and screaming into accepting the inevitability of another Canadian winter, buttoning up our small cabin at the lake, etc., I began to dig into the new Battlegroup Panzergrenadier Deluxe rules. BGPG Version 2 is my "go-to" set of rules for reinforced company/battalion level and it was with both excitement and trepidation that I approached Deluxe. Will I like it?

The new rule book is hardcover and massive. I felt quite daunted by it after a first read through. A very impressive and high quality production with lots of photos and information, so much that I was wondering how to glean the essentials for game play. Almost as if the author and publisher had read my mind, I discovered a soft cover "Combat Edition" had been parallel published for streamlined use during game play. The Combat Edition contains only the text from the fancy original. Perfect! I ordered it too and consider it a "must-have."

While the core game is still BGPG, the latest "Deluxe" version has quite a few changes. After a long, careful re-read I posted some questions on the BGPG Forum to clarify some points and these were quickly answered by Dave Brown, the author of BGPG. The next step was to undertake an "Infantry Tryout" game and then an "Armour Tryout" game with our local wargame group so we could explore the new rule changes and see how they affect game play.

This game AAR is for the "Infantry Tryout." We played it 100% by the Deluxe rules, except for three changes. First, we used the 20mm ranges for firing and activation since we play with Flames of War sized model bases. Second, we made all the German squads LMG squads and the Russian squads plain rifle squads. The scenario was July 1941 Eastern Front and at this point in Barbarossa the Russians were lucky to even have 1 LMG per squad. Therefore to better portray the huge disparity between the effectiveness of the MG34 in a German squad and a Russian plain rifle squad we made all the German squads LMG squads. Third, we replaced the BUA terrain with individual buildings, "small terrain features," that would hold as many squads as would fit inside.

Scenario

Very loose historical basis with a rural setting near Smolensk. The Russians are desperate to stop the German juggernaut and are ordering scraped-up forces to attack the flanks of the advancing Hun. The better trained Russian troops near the border at the start of Barbarossa have all been lost and reserves with only rudimentary training are being ordered to attack. This scenario is an all-infantry engagement pitting two companies of inexperienced Russian troops with no support in an assault against a village containing a dug-in company of German regular infantry.

We wanted to see how Deluxe handled infantry alone, without artillery or tanks, and learn the new changes in command control, Fog of War blinds (attacker advances undefined until spotted), and Defensive Fire activation, plus we hoped the horde of Russians would test out the new Infantry Fire and Close Combat rules.

The terrain is woods (Difficult), low crops, low hedge, and low stone walls, plus the usual Russian rural village buildings. For a short game I set the game length to 7 turns on a 4x4 table. To minimize deployment time the German began Turn 1 with a pre-set deployment hidden in trenches, and objective to hold the largest building containing the BG HQ. The Russian attacker's deployment was also pre-set with all units under Fog of War blinds, each hiding one platoon, and objective to capture the same largest building.

While we normally run defined historical games not based on points, for this one I used the BGPG points system with 355 German points and 480 Russian points (ratio = 1.43 Russian to 1 German) to see how it worked. The Russian side will break after losing 17 squads and the German after losing 8 squads.

Tim and Rick played the Russians and Brent played the Germans while I moderated.

German Force
Battlegroup HQ
Company HQ
Rifle Plt (command, 3x LMG squad + 1x light mortar)
Rifle Plt (command, 3x LMG squad + 1x light mortar)
Heavy Weapons Support Team (2x MMG)
Recon Team (command)

Russian Force
Battlegroup HQ
#1 Company HQ
Rifle Plt (command, 4x rifle squads)
Rifle Plt (command, 4x rifle squads)
Rifle Plt (command, 4x rifle squads)
#2 Company HQ
Rifle Plt (command, 4x rifle squads)
Rifle Plt (command, 4x rifle squads)
Rifle Plt (command, 4x rifle squads)

Game Play

Since this is a "tryout" game, the blow-by-blow is skipped and only the game start positions are shown with the lines of advance undertaken during game play.


With overwhelming superiority in numbers, the Russians pushed forward under blinds until spotted and then the MMGs opened up first. Here is where the first big change from Version 2 surfaced. Deluxe allows Defensive Fire fire against more than one infantry squad in an advancing Combat Group, depending on the weapon firing (no -1 DRM as for V2's Sustained Fire). MMGs fire with 4 times the effect of a rifle squad! LMG squads fire with double the effectiveness of a rifle squad! This makes MGs a lot more powerful than Version 2 and very quickly demonstrated that advancing in the open into close assault against an unsuppressed MMG position is pretty much suicide (unless Lady Luck awards the MMG a low roll and a miss!).

On the Russian left flank, rifle fire from Tim's platoons hoped to suppress one MMG but was ineffective against the dug-in German, so the game plan had to shift to Rapid Advance to close assault and hope to overrun the German position with superior numbers.

In the photo below one of Tim's platoons (upper left) close assaulted the building with the damaged roof, trying to outflank the MMG position. The defending German squad LMG fire at close range was decimating and a draw on the assault rolls caused both sides to retreat.

Another of Tim's platoons was pinned with losses due to MMG fire when attempting to cross a road to the building (right). MMGs are nasty!


From the Russian right flank (out of sight in this photo), Rick advanced one platoon taking huge Defensive Fire losses and close assaulted the building (right), winning the action and forcing the German squad to retreat.

This next photo is the view from the German right flank MMG position. Nice view right down the road. Perfect area denial!


While the German right flank defense held secure, the Russian attack against their left flank had more success. Two platoons rapid advanced across the crop taking heavy losses, closed on the German line, and close assaulted. The Russians won the assault, pushed back the Germans to a second line of defense behind a hedge, and most importantly, suppressed the MMG. However, the MMG rallied and the Russians winced at what its next fire would bring.


After starting with 12 squads in his company, Rick was now down to 4 unsuppressed squads and 3 suppressed, facing imminent devastating fire from the MMG unless the Russians won initiative next turn and managed to suppress the MMG again before continuing to advance into close assault.

At this point we ended the game since we felt we had a pretty good idea of how infantry plays in Deluxe. We had also spawned a number of questions about how Defensive Fire groups behave when being close assaulted. This is a big change from Version 2. These questions were answered quickly on the BGPG Forum.

Here are the final positions.


Tallying up the score:

The Russian side lost 7 units and the German side lost zero! At game end the forces remaining on the German left flank were 6 Russian and 5 German, not enough for the Russian to survive a Defensive Fire and win another close assault. Therefore the game was declared a German win.

Some Things We Liked About Deluxe

1. The new Infantry Fire Table (IFT) matrix elevates the effectiveness of MGs.
2. The new Close Assault Result matrix is easy to use and yields damage to both winner and loser.
3. Command Control requirements for activation, plus national differences.
4. -1 DRM for attacker firing during Tactical Move & Fire order.
5. +1 DRM when fired on during a Rapid Advance order.
6. Stationary Infantry -1 DRM .
7. More order choices. Nine possible orders, up from two in V2.
8. Defensive Fire as Combat Group vs. active Combat Group. Eliminated V2's "soaking-off" tactic.
9. New Terrain Effects chart (we may need to add entries).
10. Fog of War blinds for attacker.
11. New Exploit Phase adds uncertainty into next game turn.

Some Things We Are Not Sure Of

1. Other than suppression, no loss of effectiveness to infantry units required to disengage (same in V2).
2. Ahistoric use of the BG HQ, moving it behind advancing Combat Groups to keep them "in contact" as if it were a Company HQ.
3. Fixed rate of Tactical Move (eg. 6 inches) instead of variable in V2 (eg. 2d6).

Things We Got Wrong - (see answers on the BGPG Forum)

1. How Defensive Fire groups work vs. an assaulting Combat Group.
2. Definition of "... in the open" to trigger Stationary Infantry DRM.

Summary

With our main questions answered we just need more game time to get into the subtleties of Deluxe. The big "hooks" for me are the new Infantry Fire and Close Assault Tables that are matrix based and the changes to Defensive Fire. These are definite improvements, so far driving me to want to "migrate" to Deluxe.

With this "Infantry Tryout" under our belt, our group moved on to an "Armour tryout" game where we explored the changes in Deluxe for Tanks and Guns. Tune in soon for that AAR! - Gary






Sunday, April 6, 2014

CoC - Spoiling Action At Vitebsk - 1943 – Part 2

For those of you arriving here for the first time, please check out the previous post Spoiling Action AtVitebsk - Part 1 for the AAR of the first part of the game. Part 1 will get you up to speed and provide the lead in to this Part 2.

Picking up where we left off at the end of Phase 25. Russian Force Morale = 8, German = 9.

Phase 26 – Russian roll: 5,5,5,2,1     CoC Dice = 3
Next phase is German. Kap. Muellerov uses the 1 to activate the 45mm AT Gun to fire on Wagner's PzIV for the big side shot. He gets some solid hits! However, the PzIVs armour roll is hot so it survives, just causing a net 1 effect with only 1 shock and a gunner panic. Whew! Wagner was sweating bullets over that one. After that, the 2 is used to have Myshkin's south squad fire at Hirsch's German squad in the crop causing 1 casualty on the Rifle Team, missing Hirsch. (no photo)

Phase 27 – German Roll 6,6,4,3,1     CoC Dice = 5
Next phase is German! A bonus! Hptm. Lowellinski uses a 1 to activate the F.O. to try and contact the battery, but no contact is possible this phase. The 4 is used to activate Jaeger's Command PzIV. Jaeger spends 1 CI to radio Wagner's shocked PzIV for him to order his driver to move behind the building, which he does with a big sigh of relief! Jaeger uses the second CI to radio Eichmann's PzIII for him to order his gunner to fire his MG at Myshkin's squad behind the hedge, causing 2 shock. The third CI is not used. The 3 is used to activate Hirsch's squad in the crop to also fire at Myshkin's squad at the hedge causing 1 shock and 2 casualties, missing Szt. Myshkin. End Phase.


Phase 28 – German Roll 5,3,2,1,1     CoC Dice = 6 Full!
Next phase is Russian. Lowellinski uses a 1 to have the F.O. attempt to contact the battery. No luck for the rest of this Game Turn! He uses a 3 to activate Eichmann's PzIII to order his gunner to fire the coaxial MG at Myshkin's squad again, causing 1 casualty and 1 shock, finally pinning the squad! Seeing this, Lowellinski uses the 2 + 1 to activate Hirsch's squad in the crop to move At The Double into Close Combat with Myshkin's squad! The Germans easily win the Close Combat because the Russians are pinned, but also inflict enough additional shock and KIAs that Myshkin's squad breaks, routing off the table and taking Myshkin with them. The Bad Things Happen Table rolls for both the squad and Szt. Myshkin routing off the table cause the Russian Force Morale to drop by a whopping 3 down to 5! The German squad gets off light with 2 casualties and 2 shock. [Error: we forgot to add a shock to each German Team for moving At The Double but one less German die would still have caused the same Close Combat result] End phase.


Phase 29 – Russian Roll 6,5,4,1,1     CoC Dice = 4
Next phase is German. Kap. Muellerov uses a 4 to activate Lt. Vasilyev and with 1 CI he orders Pashin's squad to fire on Ritter's Rifle Team at the stone wall, causing a shock and a casualty and finally causing it to break, taking Ritter along as well! The Rifle Team and Ritter retreat back into the woods out of LOS. The Germans roll on the Bad Things Happen Table and lose one Force Morale point, now at 8. Lt. Vasilyev uses a second CI to put the AT Gun on Overwatch. Then Muellerov adds the 1 + 1 to activate Szt. Denisov's squad on the north hill. They notice Obgfr. Braun's squad in the crop backed up with Wagner's PzIV and decide to withdraw back behind the hill and over the road.


Phase 30 – German Roll 6,5,5,4,3     CoC Dice = 6 + 2
Next phase is Russian. Hptm. Lowellinski sees Obgfr. Ritter and his broken Rifle Team and wants to get the shock reduced on it before the Game Turn ends, so he uses a 4 to deploy Lt. Klein, his second Senior Leader (SL), in the woods nearby, attached to Ritter's one-man Rifle Team. Then Lt. Klein uses 2 CI to take 2 shock off Ritter's Rifle Team and the third CI to activate Braun's squad in the crop to make a Tactical Move into the crop ahead.


Lowellinski then uses the 3 to activate Hirsch's squad in the south to move over the hedge toward the tasty Russian JOP. End Phase.

Phase 31 – Russian Roll 3,3,3,2,1     CoC Dice = 4
Next phase is German. Muellerov adds a 3 + 1 to activate Lt. Vasilyev who spends a CI to have Pashin's squad fire on Fiedler's German Rifle Team in the south woods but they miss. Then he uses a 3 to order Szt. Denisov's squad in the north to move At The Double toward the centre hill, picking up a shock. Jaeger's PzIV does not Overwatch Fire on Denisov's squad since he is waiting to see what Szt. Torchinovich's T-43 will do. With the last 3 Muellerov activates Torchinovich's T-43 who orders his driver to carefully reverse behind the wooden building, all the time staying behind the abandoned T-34 and out of LOS of Jaeger's PzIV. End phase.


Again we ran out of time for our evening game session so had to mothball the game until our next gaming night. Here is how the table looks at the end of Phase 31.


This session we played 17 phases in 2-1/2 hours so we are improving. On with the "cat cover" and siesta time for the little guys. With the variable ending beginning after Phase 36 there should only be about 8 phases left on average if the game goes to 40 phases, but it could be as low as 4 phases left. Now Russian FM = 5 and German = 8.

Back again to finish off the game! Hautmanns Lowellinski and Pollockstein on the German side gang up on Kapitan Muellerov of the Russians, hoping for a quick German win before the impending game end. [We corrected an error in Phase 28 in our last session by adding 2 more shock to Obgfr. Hirsch's squad in the south woods that we forgot to apply from their At The Double move into Close Combat.]

Phase 32 – German Roll 6,5,5,5,2     CoC Dice = 6 + 5
Next phase is Russian. Not the best roll with only a 2 to work with. The Germans use it to move Hirsch's squad to capture the JOP in the South. End Phase.


Phase 33 – Russian Roll 6,6,5,3,3     CoC Dice = 5
Next phase is Russian! One less move for the Germans before game end! Kap. Muellerov uses a 3 to activate Szt. Denisov who spends a CI to remove the shock and the other to have his squad move At The Double toward the woods on the hill, picking up a shock. Then he uses the last 3 to activate Szt. Pashin on the hill to order his squad to shoot to at Fiedler's Rifle Team in the woods. They take a whopping 4 shock with no KIA's. End phase.


Phase 34 – Russian Roll 5,4,4,3,1     CoC Dice = 6 Full!
Next Phase is German. Muellerov uses a 3 to activate Szt. Denisov who uses a CI to remove the shock and another to Tactical Move his squad into the woods. Then a 4 to activate Lt. Vasilyev to order Pashin's squad to fire on Fiedler's Rifle team again, pinning them with 4 more shock (now at 8) and 2 KIA, but missing Fiedler and Lt. Krause. They are very close to breaking! End Phase. (no photo)

Phase 35 – German Roll 6,6,5,3,2     CoC Dice = 6 + 6 2 Full!
Next phase is German. With 2 turns in a row, this is do or die for the Germans with the first roll for the variable game ending beginning after Phase 36. Overhearing Lowellinski's and Pollockstein's field command discussion, they prefer trying to cause the Russian Force Morale to drop by 5 more to win instead of trying for capture of the Fuel Dump. Their plan is to try and bag Torchinovich's T-34, capture the 2 remaining JOPs, and eliminate the AT Gun. A bold plan! So first, Hptm. Lowellinski uses the 2 to activate Obgfr. Braun's squad in the crop to Move & Fire. The squad advances to their right to get into LOS of the AT Gun on the hill and fire at it with half-rate. The gun shield gives the AT Gun crew hard cover, but despite that they suffer 1 KIA, missing Vasilyev and are now down to 1 crewman! With the 3 Lowellinski next activates Wagner's PzIV, who spends 1 CI to remove the shock and the second to order his driver to move Flat Out toward the north end of the woods and he gets a big 15 inch move. End Phase.


Phase 36 – German Roll 6,5,4,3,2     CoC Dice = 6 + 6 +1
Next phase is Russian. There will be a 2d6 roll at the end of this turn and if it is an 11 or 12, the game ends! Lowelinski uses a 2 to activate Braun's squad in the crop to fire on the AT gun at full rate. They get 2 KIA so the AT Gun is wiped out! This drops the Russian Force Morale by 2 more down to 3!

The second KIA was heading for Lt. Vasilyev, but the Commissar, Lt. Gorev, bravely jumps in front and takes the fatal bullet meant for Vasilyev. What a patriot! No roll was made for Force Morale. [There are 3 different versions of Commissar rules for nationalities and periods: Winter War, Barbarossa, and Espana. Since there are none so far for the 1943-1945 period I used the earlier Winter War rules where the Russians were on the attack. The Barbarossa period was a desperate defensive stand with more ruthless conditions. We assumed that the Commissar is automatically eliminated without a die roll on the Leader Effect Table since he must "sacrifice" himself before the roll is done. Also with no indication of the consequence after a Commissar sacrifices himself we did not roll on the Bad Things Happen Table for his elimination]

Then Hptm. Pollockstein uses the 3 to activate Fiedler who uses both CIs to remove two shock from his Rifle Team (now 6). Lastly, Pollockstein uses a 4 to activate Lt. Jaeger's command PzIV who uses his first CI to radio Eichmann's PzIII to order his driver to reverse move back into LOS of Pashin's squad on the hill.


Then with the AT Gun threat gone, Lt. Jaeger spends the second CI to order his driver to move Flat Out up the road, straight toward the fuel dump.


Jaeger spends his third CI to radio Wagner's PzIV to order his driver to move Flat Out to the woods near the Russian JOP. Wagner gets a big roll and has to stop at the woods edge because woods are Broken Ground, which only allows 2d6 moves.


This ends Phase 36 and triggers the first roll for the variable game ending. The game will end on a 2d6 roll of 11 or 12. Hptm. Lowelinski rolls a lowly 4 so the game moves on to Phase 37.

Phase 37 – Russian Roll 6,6,5,3,3     CoC Dice = 6 +1
Next Phase is Russian! [Error: After the game I discovered that with a Force Morale of 3 the Russian side's number of Command Dice rolled should have been reduced by 2 down to 3.]

In a surprise move, Hptm. Pollockstein plays a CoC dice to Interrupt the Russian turn and activate Wagner's PzIV to move slowly forward, capture the JOP, and fire with full effect at Szt. Torchinovich's T-34, now within LOS and at point blank range. Lowelinski rolls a 12 on the To Hit roll which is a critical hit! This adds 3 more strike dice for a total of 11 and of these 5 are hits! Muellerov rolls the T-34s six Armour dice and he gets zero saves for a net 5 hits! This knocks out Torchinovich's T-34! We decide that his T-34 explodes without rolling for that event since there were no troops nearby to be affected. The roll on the Bad Things Happen Table yields a -2 so the Russian Force Morale drops to 1!


Continuing the Russian phase, Kap. Muellerov uses a 3 to activate Szt. Denisov to move his squad to the Fuel Dump as a final protective defense. Then he uses the last 3 to activate Szt. Pashin who uses his CI to order his squad to Normal Move down the hill and assault Lt. Jaeger's PzIV with the Molotovs they have. The squad rolls well on the move and gets right to Jaeger's PzIV at the hedge.


Pashin's squad tosses a Molotov onto the top of the PzIV, causing 3 strike hits. The PzIV only rolls 1 armour save for a net 2 hits. This causes 2 shock and because Petrol Bombs have all their shock doubled, this results in 4 shock which causes Lt. Jaeger and his crew to abandon the PzIV! They skulk off through the hedge coughing their lungs out.


There are now two rolls to be made on the Bad Things Happen Table. [No rules could be found for rolls on the Bad Things Happen Table for crews of abandoned tanks so we played that this equates to them being wiped out.] First, for the abandoned PzIV a roll for a Support Team wiped out which results in -2, and then a roll for Lt. Jaeger, a Senior Leader wiped out which results in -3 for a net loss of -5, dropping the German to a Force Morale of only 3! Force Morale is now German = 3 and Russian = 1. Close!

Kap. Muellerov is about to end Phase 37, hoping for a 10 or more on the Variable Game End roll to pull off a Russian win, but Hptm. Pollockstein plays the second German CoC dice to end the Game Turn. This causes a roll on the Bad Things Happen Table for the two Russian JOPs captured by the Germans. One JOP roll is negated by Muellerov playing a Russian CoC dice, but the loss of the second JOP must be rolled for resulting in a -1 dropping the Russian Force Morale to zero, immediately forcing them to withdraw from the battle! This suddenly ends the game in favour of the German side who force the Russians to withdraw from the field! The German second CoC dice play to end the Game Turn prevents Muellerov from rolling to see if the game would end as a Russian win. It doesn't get much closer than that! This is the table at Game End.



 Comments:

1. My reason for recording and posting these AARs in such detail is twofold. First to give other CoC gamers a sense of the game when described blow-by-blow. Second, having to record and describe the action requires me to learn the rules so it is a good way to do that. Future AARs of CoC will be posted with much less detail, more of an overview of the action with photos delivering most of the story.

2. Our wargaming group has warmed to Chain of Command since our first game. I think partly because this second game was a bigger game with a mixture of armour and infantry. We seem to like larger games where the outcome is less dependent on the survival of a single big support unit. However, this makes for a longer game than I'd hoped for. We spent about 6 hours on this game over three game sessions. I'm beginning to think that we just play slow and we'll just have to accept that our games will need at least two sessions. <grin>

3. For other CoC players looking to try big games with lots of extra Support Teams (say 20 - 40 List points), our experience is they lengthened the game by maybe one-third because the same five Command Dice need to activate so many more units. My "guess" to use 36 phases before initiating a variable ending worked out just right, but that is too long a game! I'd like to shorten the game to 25 - 30 phases.

For our future 'big" games we plan to add one extra coloured Command Die to the usual number indicated. This die will act as usual on a roll from one to four, providing the extra commands needed by the extra Support Teams, speeding the game up to the same rate of play as for a regular sized CoC game with normal List points. All fives that are rolled will be disregarded, keeping the CoC dice action the same. The six roll is interesting. If a six is rolled on a coloured die it will be disregarded when considering Player Initiative, so the probability of gaining initiative for each phase will stay the same. However, the six will be included for the Random Event/Extra COC Die and probably we'll also try including it for Turn Ends. Currently, rolling 4 sixes with 5 dice provides a Random Event with a probability of one time in 303 rolls. With 6 dice it drops to once every 115 rolls. A welcome improvement. Regarding Turn End probability, our last game went 37 phases without rolling 3 sixes even once. The probability that a random Turn End will happen is once every 28 rolls for 5 dice, dropping to once every 15 rolls with 6 dice. Elite troops with 7 Command Dice would not count the coloured die for Turn End because that would drop it too much, to once every 10 rolls. Personally I'd like to try some big games with more random Game Turn Ends that show up every 15 rolls on average in addition to CoC generated ones to see how that works.

4. The good news is that our group is interested to play more games of CoC. And for future games since we are a self-contained group (do not play CoC outside of our group) we are free to bolt on or change whatever rules we wish, going beyond the core CoC game rules. Using our group experiences from the last two games, and my half dozen solo games, we now feel comfortable to test out some draft house rules that have been percolating on the back burner. CoC has a good core set of rules but is a bit fuzzy in areas. When at a fuzzy spot in a game where discussion leads to "Play the period, not the rules," if you record the resulting conclusion it sometimes leads to a house rule easily remembered for future games.

I'm sure there will be more, but our current "hot" list of fuzzy spots that we will be developing and testing house rules for are: Defensive Fire, Forward Observers, LOS hindrances (hedge, wall, crop), Smoke LOS, and Molotovs.

***

OK, it's time to put the toys away for summer. These last games were played during winter temperatures as low as -35 C with a wind chill of -50 C. Easy to stay inside and hibernate with hobbies. Now it's melting outside and I've just kicked the snow plug out of the cave entrance. Time to soak up some rays, ride my motorbike, throw some beer in my little sailboat, and swat mosquitoes around the BBQ. See you next fall!


Gary

Saturday, March 29, 2014

COC – Spoiling Action At Vitebsk - 1943 – Part 1

For our second game I was encouraged by veteran CoC players to play according to the standard rules before making any modifications. So I started to religiously set up the scenario, determined to go "by the book." But I fell off the wagon right away when choosing forces, feeling like a kid in a candy store. "I'll have one of these, and one of those, and oh... I gotta have one of those too." Then I added it all up and saw the huge total. Ouch! There is nothing more sobering than a cost estimate. But I just couldn't put most of it back because it was too tasty, so I said to heck with it and decided to use almost all of it. So much for adherence to the book. Anyway, this scenario has artillery, tanks, Molotovs, satchel charges, and an anti-tank gun.

Scenario Description & Patrol Phase

Wanting a defined objective I chose the generic Attack On An Objective scenario from the book as a basis and overlaid some historical background.

The scenario takes place in late June, 1943 near Vitebsk. Operation Citadel in the south is imminent while the front is quiet this far north. Stavka has ordered a series of small jabs along the northern front to tie up local German reserves and keep them from moving to support the impending battle at Orel/Kursk. Russian trucks have brought drums of fuel to a forward position at a small village to supply a forthcoming raid on Vitebsk.

German intelligence patrols report a lightly guarded Russian forward fuel dump in a small village just east of Vitebsk, and Army Group Centre has ordered a spoiling attack to capture and recover the valuable fuel. An initial attack has broken through the Russian lines and a small force has been detached to capture the fuel dump. If captured (after the scenario) a convoy of transport trucks is waiting in the rear to advance and transport the fuel drums back behind German lines before Russian reinforcements arrive.

The victory conditions require the Germans to either be in possession of the fuel dump JOP at the end of the game (the fuel dump can't be destroyed), or force the Russians to withdraw due to loss of Force Morale. If they achieve neither, the Russians win. I was concerned about instilling a sense of urgency in the attacker. CoC does not make provision for time urgency other than that provided by Force Morale, allowing a game to find it's own tempo. I wanted to force the German attacker to push hard to "beat the clock." In other games this is done by limiting the number of game turns, but this doesn't work in CoC since a game turn is variable. So I put a limit on the number of phases allowed, with a variable ending. The excellent CoC Forum had a posting showing porting of Skirmish Campaigns scenarios into 3 CoC phases per game turn. I felt maybe this was a bit too low but 4 phases per turn maybe a bit too high. So I settled on trying it with 36 phases (before a variable ending). At the end of Phase 36 the defender rolls 2D6 and if an 11 or more is rolled the game ends. After Phase 37 it ends if a 10 or more is rolled, etc. Theoretically this should average about 4 more phases.

The rest of the scenario was set up according to the book with intent to adhere to the rules during game play.

The Russian is defending the east edge (left) and the German attack comes from the west edge (right). The village has a church and three buildings plus just foundation ruins from another. The church, the two western buildings, the foundations, and the three stone walls are Hard Cover (no penetration by small arms), while the eastern building is wooden. Woods, hedges, crops, and garden are all Light Cover. The ploughed field, ruins, and woods are Broken Ground, with the rest being Open Ground, including the gentle hills. Stone walls, foundations, and hedges are Low so they, by themselves, do not block LOS and are Minor Obstacles. Woods are dense with bushes so block LOS across them but allow visibility of 4 inches into them and 6 inches when inside them. The fuel dump objective is in the centre near the Russian edge.


The German side rolled a 5 so got to move a Patrol Marker for four free moves before the Russian could move their first one. After locking down all the Patrol Markers the Jump Off Points were defined as shown on the map, blue beads for German, and red beads for Russian, with an additional Russian JOP on the fuel dump.

Force Selection

To save time, prior to the game I assembled the forces for each side. Rather than roll for support levels, I just assigned them, keeping to the scenario formula. With an attacking German Force Rating of 0 and defending Russian of -3, the Russian support points needed to be half the German's then add 3 more. But the support levels were about three times more than allowed.   I called it tweaking the support levels somewhat. <grin> Apparently looking for a larger game I gave the German side 32 points and the Russian half that with 16, adding another 3 points for Force Rating difference to make 19. This level of support is way larger than called for by the scenario, but I couldn't resist. This game needed to include some artillery, tanks, and squad anti-tank weapons!

German Force: Force Rating 0 Command Dice: 5

Platoon:
HQ: Leutnant, Senior Leader – machine pistol, Panzershreck Team (2x crew)
Squads 1, 2, and 3, each with: Obergefreiter Junior Leader – machine pistol + panzerfaust, LMG Team (MG42 + 2x crew + 1 rifleman), Rifle Team (6x riflemen).

Platoon Support: 32 support "points" - Options from List #s totaling 32
From List #
1: Adjutant
2: Senior Leader – machine pistol
4: Regular Infantry Squad: Obergefreiter Junior Leader – machine pistol + panzerfaust, LMG Team (MG42 + 2x crew + 1 rifleman), Rifle Team (6x riflemen).
4: Forward Observer & 8cm Mortar Battery
5: PzIIIL - radio
7: PzIVG - radio
7: PzIVG - radio
2: Panzer IV Platoon Commander - Senior Leader
----
32

Russian Force: Force Rating -3 Command Dice: 5

Platoon:
HQ: Leytenant, Senior Leader – pistol
Squads 1, 2, and 3, each with: Serzhant Junior Leader – SMG, 1x LMG (2x crew), 7x riflemen.
Platoon Support: 19 support “points” (options from List #s totaling 19)
From List #
2: Commissar ( I downgraded him to List 2 because I thought him less useful than a Maxim. Hah!)
4: 45mm L46 Anti-Tank Gun
1: Satchel Charge ( I also threw in 6 Molotovs, 2 for each squad, to have some infantry AT capability)
6: T-34/76 - no radio
6: T-34/76 - no radio
----
19

The German has real punch here with an extra squad, tanks, and artillery. The Russians are strong on anti-tank, but less so against infantry. I felt the loss of the lone Russian Senior Leader (SL) would be more of a game breaker than the loss of a Maxim, so I went with a Commissar instead.

We played on a 4x4 foot section of my 4x6 table. So far I'm finding 4x4 to be perfectly OK for 15mm games of CoC, needing side board room for tracking markers & dice. I'm using forces based mainly on Flames of War stands with a few add-on leaders and specialty teams based individually. Dice show the number of men in each team. I used the CoC Game Token Set which has very useful oversize Chain of Command Dice and some neat Tactical and Overwatch markers. The Overwatch markers show the 90 degrees of coverage very well. Since there are so few of them the set's red Shock markers were only used to mark a "stunned" leader (2-3 roll). My old Wound and Pin markers from I Ain't Been Shot Mom were used for shock, pins, and artillery markers. I wondered how to track the various levels of damage to tanks. This prompted me to make a set of markers the same size as my previous IABSM ones. It turned out these worked really well. The table gets a bit cluttered, but at least we know what is going on!

Game Start

Hauptmann Pollockstein takes the German attacker side and Kapitan Muellerov the Russians, while I moderate and record. Both sides roll for Force Morale and the Germans roll a big 6 for a Morale of 11, while the Russians roll a medium 3 for a Morale of 9. With higher Force Morale, the German goes first. Both sides have 5 Command Dice.

Phase 1 – German Roll 5,5,5,3,2      CoC Dice = 3
The next phase will be Russian. Already 3 pips on the CoC dice! Hptm. Pollockstein uses a 2 to deploy Obgfr. Fiedler's squad on the nearby hill top. Then he uses the 3 to deploy Obgfr. Wagner's PzIV who spends 1 CI to put his gunner on Overwatch. End Phase.


Phase 2 – Russian roll: 6,5,4,3,2      CoC Dice = 1
Next phase is German. Kap. Muellerov spends a 3 to deploy Szt. Korzhakov's T-34 on the road who spends 1 CI to put his the gunner on Overwatch. Then, being cagey, he passes on the 4 and 2, waiting to see what Pollockstein is up to. End phase.


Phase 3 – German Roll 6,4,3,2,1      CoC Dice = 3
Next phase is Russian. Hptm. Pollockstein uses a 3 on Obgfr. Fiedler's squad deployed last turn spending 2 CI to put both his Teams on Overwatch, then a 2 to deploy Obgfr. Hirsch's squad in the open on the south slope of the same hill. After that a 4 and a 1 to deploy a Senior Leader (SL), Lt. Krause, and a Forward Observer (F.O.) Team on the same hill in the woods near the squads. The F.O. Team contacts the mortar battery automatically. End phase.


Phase 4 – Russian roll: 6,5,2,1,1     CoC Dice = 2
Next phase is German. Muellerov sees the Germans lolling about in the open and uses a 2 to deploy Szt. Pashin's squad on the east hill to fire at the German squads causing 2 casualties plus "stunning" Obgfr. Fiedler (red marker) in one squad, and wounding Obgfr. Hirsch in the other squad (yellow bead), but no shock. Good shooting! The Obgfr. Fiedler's Rifle Team on Overwatch returns fire and misses the Russians completely! End phase.


Phase 5 – German Roll 4,4,4,1,1      CoC Dice = 3
Next phase will be Russian. With a 1 Pollockstein activates the F.O. Team who places an Artillery Request marker on Szt. Pashin's squad on the hill. The F.O. Team calls for a Ranging Shot instead of an Immediate Barrage, but the Ranging Shot is way off target and not kept. The Artillery Request is left open for the next F.O. Team activation with a +1 DRM on accuracy. With another 1 die Pollockstein deploys a Panzershreck Team at the hedge near the squads on the hill. With a 4 he activates Lt. Krause (SL) who uses 1 CI to move Obgfr. Fiedler's squad ahead to the woods, and another CI to move Obgfr. Hirsch's squad down the hill behind the hedge.


Then Pollockstein uses the last 4 to deploy Lt. Jaeger's Command PzIV. Jaeger spends 1 CI to order his gunner to go on Overwatch, and a second CI to issue a radio command to Obgfr. Wagner's previously deployed PzIV and has him order his driver to move flat out up the road. End phase.


Phase 6 – Russian roll: 6,5,4,2,1      CoC Dice = 3
Next phase is German. Seeing the threat building on the Russian left flank to the south, Muellerov passes on using the 4 and uses the 2 + 1 to activate Szt. Korzhakov's T-34 who spends 1 CI to order his driver to fast move south along the east edge of the table behind the woods. End of phase. (no photo)

Phase 7 – German Roll 6,5,5,3,2     CoC Dice = 5
Next phase will be Russian. Pollockstein uses the 3 to activate Obgfr. Wagner's lead PzIV who uses one CI to order his driver to move flat out up the road, getting a good roll, and the second CI to order his gunner on Overwatch, concerned about the T-34 engine noises ahead. The 2 dice is used to deploy Obgfr. Ritter's squad behind the stone wall near Wagner's PzIV and he orders his squad to fire on Szt. Pashin's squad on the hill causing 1 casualty, 1 shock, and "stunning" Szt. Pashin. End phase. Some payback for the damage dealt out to the German squads! End phase.


Phase 8 – Russian roll: 6,6,4,2,1     CoC Dice = 3
Russian goes again next phase! Muellerov uses a 4 to deploy Lt. Vasilyev, his Senior Leader (SL) to the hill, attaching to both Pashin's squad and the AT Gun. With 1 CI he removes the shock from the squad, and with a second CI activates Pashin's squad to fire their LMG on Ritter's German squad behind the stone wall (they miss), and the squad's remaining riflemen to fire at the F.O. Team on the hill getting 3 hits. The nearby German SL, Lt. Krause, is out of LOS due to the intervening church so not a target, leaving the F.O. Team is on its own. A 6 is rolled in the effect rolls requiring a further roll for damage to the F.O. A 3 is rolled and the F.O. Team is eliminated! Ouch! This is a head-shaker since we all felt the F.O. should be safe, having deployed in cover, without moving or firing to advertise his position. We needed to address this before proceeding, so we decided for this game to call the F.O. initially out of LOS so the fire effect was negated or a "miss," and to query the CoC Forum. [An independent F.O. has a 36% chance of being eliminated with a full enemy squad fire and is 3 times as vulnerable to elimination as an unattached Leader. This concern is discussed on the Forum if you wish further info. From Forum discussions, we plan to try a draft house rule: If an F.O. deploys in cover he is hidden until he moves or is spotted by an enemy Leader spending 1 CI for his squad or team to successfully attempt to spot the F.O. on a 4-6 roll. Also the F.O will have the same probability of elimination as a Leader]

After that sour moment, Muellerov uses the 1 die to deploy a 45mm AT Gun on the hill top and orders it to fire at Obgfr. Wagner's PzIV in the open. The AT Gun just needs a 5 to hit which should be easy, but rolls a 4 and misses! Wagner's PzIV on Overwatch returns fire with H.E. with hits split between the AT Gun and Pashin's squad. The gun takes one shock and Pashin's squad 1 casualty, missing Szt. Pashin. Muellerov passes on using the 2 die. End phase.


Phase 9 – Russian roll: 6,4,3,3,2      CoC Dice = 3
Next phase is German. Since Wagner's PzIV is no longer on Overwatch, Muellerov uses a 3 to activate Szt. Korzhakov's T-34 and gets a big roll to boldly move flat out up to the road behind the hedge.


This doubles the threat to Obgfr. Wagner's PzIV!  Now Muellerov uses a 4 to activate the SL, Lt. Vasilyev, who spends a CI to remove the shock on the AT Gun squad on the hill, and both remaining CIs to activate the AT Gun to fire at Wagner's PzIV again with a +1 DRM. Since the PzIV is an acquired target for +1 that is +2 total. It hits but only rolls 1 strike and Wagner's PzIV rolls 2 armour saves for a ping.


The second 3 is used to deploy a second tank, Szt. Torchinovich's T-34 at the road edge, while the 2 is used to activate Pashin's squad to shuffle closer to the AT Gun for a better angle on Obgfr. Ritter's German squad at the stone wall. End phase.

Phase 10 – German Roll 6,6,3,2,1     CoC Dice = 5
The German goes again next phase! Szt. Korzhakov may regret his bold move with his T-34! Pollockstein uses a 3 +1 to activate Lt. Jaeger's Command PzIV who uses 1 CI to order his driver to slow move up into LOS of Korzhakov's T-34, and one CI to order his gunner to fire at the T-34. He rolls boxcars! This is a critical hit giving 3 more strike dice for a total of 11! But then Jaeger only rolls 3 hits and Korzhakov's T-34 rolls 2 armour dice for just 1 net hit. The effect roll is a 4 causing engine damage and 1 shock.

Jaeger's Command PzIV spends the last CI to radio Obgfr. Wagner’s PzIV and has him order his gunner to fire on the AT Gun with H.E. causing a casualty on the gun, plus a shock and a second "stun" on the squad's JL, Szt. Pashin.

Then Hptm. Pollockstein uses the remaining 2 to activate Ritter's squad at the stone wall to fire on the AT Gun and Pashin's squad, getting a massive 11 hits! This causes 2 shock and a further casualty on the gun, plus a whopping 5 shock on Pashin's squad, missing both Pashin and Vasilyev. End phase but the next phase is also German! It's looking bad for the Russians on the hill! End phase.


Phase 11 – German Roll 6,5,3,1,1     CoC Dice = 6 Full!
Next phase is Russian. Pollockstein uses a 3 +1 to activate Jaeger's Command PzIV, who spends 1 CI to order his gunner to fire on Korzhakov's T-34 again, causing another shock (now 2) and a "Commander Panic," which means Korzhakov has "lost it" for a moment and his T-34 can't activate in the next phase. The second CI is used to radio Obgfr. Wagner's PzIV and has him order his gunner to fire at the AT Gun & Pashin's squad again causing another casualty on the AT Gun crew.

The last 1 die is used to activate the F.O. who places a Ranging Shot marker on the hill near Pashin's Russian squad. The roll for deviation is on target so the Ranging Shot marker is kept for a future barrage. End phase. (no photo)

Phase 12 – Russian roll: 6,6,1,1,1     CoC Dice = 3
Next phase is Russian again! Perhaps a reprieve! Muellerov uses a 1 to activate the AT Gun, hitting Wagner's PzIV but the shot just pings. Then adding 1 + 1 he activates Pashin's squad on the hill and fires at Ritter's German squad at the stone wall causing a casualty on the LMG Team and 1 shock on the Rifle Team. Korzhakov, the T-34's commander, recovers from his panic attack. End phase. (no photo)

Phase 13 – Russian roll: 6,4,2,2,1     CoC Dice = 3
The next phase is German. In a surprise move, Hptm. Pollockstein plays his CoC dice to activate the F.O. to bring down an FFE mortar barrage! This pins the AT Gun, Pashin's squad and Vasilyev, and the barrage causes 1 shock to the AT Gun (now 3) and 1 shock to Pashin's squad (now 7), plus a wound to Szt. Pashin himself.


Muellerov resumes the Russian phase by using a 4 to activate Vasilyev (SL) to spend 2 CIs and remove 2 shock from the AT Gun (now 1). The third CI activates the gun to fire at Wagner's PzIV on the road. Despite a -2 DRM for pinned he does get a +1 for acquired target and hits the PzIV. However Wagner's PzIV rolls equal saves and the effect roll is a 4 which only requires his PzIV to engage the AT Gun in the next phase. 

[Edit: We made a major game goof here - that an FFE barrage does not block LOS!  10.3.1 clearly indicates an FFE barrage blocks LOS the same as a smoke barrage. We didn't become aware of this error until late in the game so the AAR continues with LOS allowed.] 

Kap. Muellerov then uses a 2 + 1 to activate Korzhakov's T-34 who spends one CI to remove a shock and the second to order his gunner to fire the Coaxial MG on Ritter's squad by the stone wall. They are in the open and suffer 1 casualty and 1 shock on the Rifle Team, 1 shock to the LMG Team, plus Obgfr. Ritter is lightly wounded. End Phase.


We had to call it night at this point with a plan to continue the following week (13 phases in 2-1/2 hours). So the "cat cover" went on and held all in stasis until then. Here's how the table looked at this point.


The German attack is pushing hard down the road and on the right flank with the mortar barrage pinning the Russians on the hill. But the Russians are being cagey, holding back on deploying more squads until the main thrust is fully defined. Meanwhile the Russians are buying time and has the German forces on the road tied up. The clock is ticking and the original Force Morale levels, Russian 9 and German 11, are still untouched!

We resumed play the following week with Hauptmann Pollockstein unable to attend to play, so I, Hauptman Chappenstein, bravely assumed command of the German attack.

Phase 14 – German Roll 5,4,1,1,1     CoC Dice = 1
Next phase is Russian. Using a 4, Hptm. Chappenstein activates Jaeger's Command PzIV who spends 1 CI to order his gunner to fire on Korzhakov's T-34, hitting with a net 1 hit for 1 shock (now 2) and another engine damage. [After the game session I realized damage is supposed to be cumulative so perhaps the 2nd engine damage should have immobilized the T-34, but we played that it had no further effect] With a second CI he radios Wagner's PzIV to have him order his gunner to fire on the AT Gun and Pashin's squad again as a required target from last phase. Using H.E. he scores 5 hits! The AT Gun escapes damage, but Pashin's squad takes 2 shock and a casualty, but missing Szt. Pashin. Then the 1 + 1 + 1 dice were added to activate Obgfr. Ritter for the squad at the stone wall using his one CI to remove a shock. End Phase. (no photo).

Phase 15 – Russian roll: 6,5,4,3,3     CoC Dice = 4
Next phase is German. Muellerov activates the SL, Vasilyev, who spends 2 CI to take 2 shock off Pashin's squad. The third CI activates the AT Gun to fire at Wagner's PzIV. Despite being pinned the gun hits and scores a net 1 damage, causing a shock and "Commander Panic" so Obgfr. Wagner "loses it" for next phase! Then Kap. Muellerov uses a 3 to activate Korzhakov's T-34 who spends both CIs to issue orders to both the Coaxial and Hull MG gunners to fire on the German squad in the open by the stone wall. The LMG Team takes 1 shock, the Rifle Team a shock and 2 casualties, plus Obgfr. Ritter is "stunned." Muellerov uses the last 3 to activate Szt. Torchinovich's T-34 to move up the road. End Phase. (no photo - I forgot 'cause I was playing!)

Phase 16 – German Roll 6,4,4,3,1     CoC Dice = 1
Next phase is Russian. Chappenstein uses a 4 to activate the Jaeger's Command PzIV spending 1 CI to order his gunner to fire on Korzhakov's T-34 again, hitting with a solid net 2 effect causing 2 more shock, raising the T-34s shock level to 4 requiring Szt. Korzhakov and his crew to bail, leaving it abandoned! Yes! One down! [Correction: During game play we forgot to roll on the Bad Things Happen Table for the loss of a Support Unit after the T-34 crew abandoned. After the game session I rolled a 1d6 getting a 3 which is a loss of -1 to the Russian Force Morale, reducing it to 8.]

With a second CI Jaeger orders his driver to move his PzIV up the road. (I can't spend the third CI because the PzIV's commander, Obgfr. Wagner, is in a panic and his tank could not be activated.)


Another view from the Russian side.


Then Chappenstein used the second 4 to activate Lt Krause (SL) on the hill spending all three CIs to move himself, the PzSh Team and Obgfr. Hirsch's squad by the hedge, all straight east toward the Russians.


Then Chappenstein used a 3 to deploy another little surprise for the Russians, Obgfr. Eichmann's PzIIIL enters at the road edge. Obgfr. Wagner recovers from his panic attack. End Phase.

Phase 17 – Russian roll: 6,6,3,2,1     CoC Dice = 4
Next phase is also Russian! Kap. Muellerov uses a 3 to activate Szt. Torchinovich's T-34 who spends 1 CI to order his driver to move up the road into position behind the abandoned T-34 such that it is out of LOS of the two PzIVs but in sight of Ritter's squad on the open by the stone wall. With his second CI he orders his gunner to fire the Coaxial MG on Ritter's squad, but he misses them. Muellerov then uses a 1 to have the AT Gun fire on the Wagner's PzIV, but being pinned, misses again. Lastly he uses the 2 to attempt to deploy a squad which fails. End phase. (no photo)

Phase 18 – Russian roll: 6,6,4,2,1     CoC Dice = 4
Again the next phase is Russian! Three in a row! With a 4 Muellerov activates the SL, Vasilyev who uses 3 CI to take 3 shock off Pashin's squad and the AT Gun. Then he uses a 1 to fire the AT Gun at Wagner's PzIV which which hits but bounces off the front armour! The last 2 is used to attempt to bring on a squad, which is successful. Szt. Myshkin's squad arrives behind the hedge on the Russian left where Fiedler's and Hirsch's German squads are making a determined push. Myshkin immediately has his squad fire on Fiedler's LMG Team and the PzSh Team at the woods since Fiedler's Rifle Team is out of LOS, getting 1 shock on each. Lastly, a 2 is used to successfully deploy the last squad commanded by Szt. Denisov at the Russian right flank behind the hill. End phase (no photo)

Phase 19 – Russian roll: 6,4,4,2,1     CoC Dice = 4
Next phase is German. And they will need it! A 4 is used to activate Lt. Vasilyev (SL) to take 3 more shock off the AT Gun and Pashin's squad. Then using the 1 the AT Gun fires again at Wagner's PzIV. This time very lucky, rolling boxcars! A critical hit giving 3 extra dice to the strike dice, But the PzIV rolls good for armour only causing 1 shock and a gunner panic. The last 2 activates Szt. Myshkin's squad which fires again at Fiedler's LMG Team and the PzSh Team adding 2 more shock on each. The LMG Team is OK since he can share shock with the Rifle Team, but the PzSh Team is dangerously close to breaking! End Phase. (no photo).

Phase 20 – German Roll 6,5,2,1,1     CoC Dice = 2
Next phase is Russian. A pretty crappy roll since Chappenstein needs 4's for his leader to remove shock. The biggest problem is the almost broken PzSh team and LMG Team, so adds the 2 + 1 + 1 to activate Lt. Krause at the woods and spend all his CIs to take off 3 shock, leaving 1 on the LMG Team and 2 on the PzSh Team. End phase.


Phase 21 – Russian roll: 6,5,2,1,1     CoC Dice = 5
Next phase is German. Sensing a potential kill, Muellerov uses a 2 and activates Szt. Myshkin's squad to fire again at the LMG and PzSh Teams, this time breaking the PzSh Team which retreats back behind the hill! Lt. Krause does not retreat with the PzSh Team because he is also attached to Fiedler's squad. Rolling on the Bad Things Happen Table, the German Force Morale drops -1 to 10. Muellerov now uses a 2 to move Szt. Denisov's squad in the north to the top of the hill. And the 1 activates the AT Gun to fire at Wagner's PzIV again but misses (again!). End phase.


Phase 22 – German Roll 5,4,4,1,1      CoC Dice = 3
Next phase is Russian. Hauptmann Lowellinski shows up to play! We take over command of the German side together. With a 4 Hptm. Lowellinski activates Lt. Krause in the woods who spends a CI to remove a shock from Fiedler's LMG Team, and a CI to order Fiedler's squad to go to Tactical stance for better cover. The third CI orders Hirsch's squad in the crop to fire at Myshkin's Russian squad behind the hedge. He rolls a whacking 11 hits causing 5 shock!


The second 4 activates Jaeger's Command PzIV who radios Obgfr. Wagner's PzIV (with 2 shock) to order his driver to reverse (2d6) out of the fire of the AT Gun. The second CI orders Jaeger's own gunner to go on Overwatch.


With the third CI Jaeger radios Obgfr. Eichmann's PzIII and has him order his driver to move flat out toward the right flank, past the broken PzSh Team to support the troops in trouble there.


Lastly, the 1 + 1 is used to deploy the last squad, commanded by Obgfr. Braun into the crop on the left flank to counter Denisov's Russian squad just over the hilltop. End phase.


Phase 23 – Russian roll: 6,6,5,4,1     CoC Dice = 6 Full!
Next phase is Russian! Muellerov uses the 4 and activates Lt. Vasilyev who spends 3 CI to remove 3 shock on Pashin's squad. All the shock has now been removed from the squad and AT Gun! The 1 is used to fire the AT Gun at Wagner's shocked PzIV which hits but again just pings off the armour.


Then Muellerov plays the CoC dice to end the Game Turn! The barrage lifts and all "stunned" leaders become conscious again. The Tactical and Overwatch markers come off. Troops all test for being pinned and all are OK except the PzSh Team which is eliminated since it is broken. End Phase.

Phase 24 – Russian roll: 6,5,4,3,1     CoC Dice = 0
Next phase is German. Muellerov plays the 5 to deploy the Commissar, Lt. Gorev, with Lt. Vasilyev. Then the 4 to activate Vasilyev to spend 1 CI to order Pashin's squad to fire on Ritter's German squad at the stone wall, getting a massive 9 hits! The LMG Team is wiped out but rolls low on the Bad Things Happen Table so no change to the Force Morale. Lt. Vasilyev spends his last 2 CIs to enhance the fire of the AT Gun on Wagner's PzIV but, once again, just pings a shot off its front armour.

The 3 is used to activate Szt. Myshkin's squad in the south who spends 1 CI to remove a shock (now 4) and the other to fire on the LMG Team in the woods, getting 6 hits and finally wiping it out! But the fire misses Fiedler and Krause. The German Force Morale drops by 1 more, down to 9. End phase. A very good one for the Russian! (no photo)

Phase 25 – German Roll 5,5,4,2,1     CoC Dice = 5
Next phase is Russian. Hptm. Lowellinski uses the 4 to activate Jaeger's Command PzIV who spends 1 CI put his gunner on Overwatch and a second CI to radio Wagner's shocked PzIV to order his driver to move flat out behind the building to recover before it can get knocked out by the AT Gun. However, he rolls disastrously short and Wagner's driver pulls up early so the PzIV is left open to a side shot from the AT Gun next phase!


Pic CoC2 Vitebsk P25 G PzIV Move.gif

With the third CI Jaeger radios Eichmann's PzIII to order his driver to move flat out toward Szt. Myshkin's Russian squad ahead.


Lastly Hptm. Lowellinski uses the 2 + 1 to activate Obgfr. Wagner, commander of the shocked PzIV, to spend 2 CI to remove both shock. The upcoming side shot may be deadly! End Phase. [Error: Wagner's PzIV was already activated to move this phase by Lt. Jaeger using radio. A unit can't be activated twice in one phase! We thought individual crew members were activated separately and didn't realize until much later in the game it is the tank commander being activated who then orders his crew. When discovered later, we made no adjustments since the 3 would have been used to have Hirsch's south squad fire on Myshkin's squad instead.]

I deliberately halted Part 1 of the AAR at this point. The entire AAR will be too long for one posting, so I'm just posting Part 1 up to Phase 25 now. The remainder of the game will be posted as Spoiling Action At Vitebsk - 1943 - Part 2 within a couple of weeks.

The Russians are holding on, slowing the German advance, causing significant German casualties. The German Force Morale is 9 and the Russian's at 8. The 45mm AT Gun is hanging in there and along with Szt. Torchinovich's T-34 they still command the centre of the battlefield. Now that the mortar barrage has lifted and the game about 2/3 over, can they hang on and win or are they doomed to a sudden collapse? Meanwhile, I'll leave you in suspense on the success of the side shot on Obgfr. Wagner's PzIV!

Tune in later!

Gary