It's
been a couple of years now since our group began playing WWII Eastern
Front battles with the Battlegroup Panzergrenadier series
of rules. We started with the first day of Barbarossa and advanced
each subsequent scenario forward in time. Last fall we moved to May
1942 and the 2nd battle of Kharkov in 1942 just before Operation
Fredricus. This scenario moves us to December 1942 and Operation
Winter storm.
We
currently play with a customized set of rules based on about 60%
Deluxe, 20% 2nd Edition, and 20% House Rules, that I have called
Panzergrenadier Warp 9, not because it is faster playing, just "to
boldly go where no man has gone before..." We are really
enjoying our games using these rules and are constantly tweaking
them.
For
this game we played with three new "updates": A revised
Close Assault Results Table, and new AFV Armour Factors and Anti-Tank
Penetration Ratings that I derived from Battlefront's Combat Mission:
Barbarossa To Berlin equipment tables by Chris Hare.
Verkhne-Kumsky
December 15, 1942
Historical
Overview
Manstein
has begun Operation Winter Storm, ordering Hoth's 4th Panzer Army to
break through to Paulus' 6th army encircled at Stalingrad. 6th
Panzer Division has made good progress crossing the Askay River and
its 11th Panzer Regiment has just taken the small village of
Verkhne-Kumsky. Yeremenko has sent General Volksii's 4th Mechanized
Corps against this intrusion. German scouts report major Russian
tank forces are massing just to the north of Verkhne-Kumsky and 11th
Panzer Regiment has sent most of its tanks north to meet the threat,
leaving a holding force in the village. While the main body of tanks
are away 4th Mechanized launches a flanking attack against the
village.
This
imaginary scenario portrays a determined Russian attack on the
village, lightly held by the Germans, but with strong support from
heavy weapons.
References:
CMBB
Scenario Series “Bäke Battles: “Der Mensch” In The East” by
Charlie Meconis and George McEwan.
Map
And General Scenario Notes
For
this scenario I decided to try out Deluxe's Fog of War rules where
the attacker's forces are pre-assigned to card markers (we call
them"blinds) that are moved until sighted. The German side's deployment was pre-set, while the Russian forces were assigned to
four numbered specific blinds (with their numbers hidden) along with
four dummy blinds. Chain of Command Patrol markers were used as
blinds.
Using
the Deluxe points system I added up the force strengths, Russian
attacker 855 and German defender 730. This gave a Russian advantage
of 115 points but a very low ratio of 1.2 for an attack scenario.
However, about 285 of the German points arrive as reserves late in
the game leaving only 445 German points to fight most of the game, at
a ratio of 1.9, maybe too high! This made me wonder if it would be a
Russian blowout and do the Germans need a bit more forces at the
start. I decided to just go with it since so much depended on the
Russian attack strategy and deployment.
PG
Warp 9 is designed to play at 1:1 scale for guns and tanks, uses the
20mm ranges for firing and activation, and replaces Built Up Area
terrain with individual buildings as "small terrain features."
We played on a 5x4 table with an initial game length of 6 turns
before a variable game ending roll begins.
The
woods are Difficult Terrain. The stone walls, hedges, and fences are
all of medium height, do not block LOS and offer a -1 LOS hindrance
or -1 Cover for fire at infantry, guns, and AFVs (stone walls = -2
Hard Cover). The snow is treated as Open Ground with no effect on
movement or cover. Some of the buildings are Russian rural wooden
buildings offering -1 Cover and some of brick or stone with -2 Hard
Cover. The hills and the ridge have gentle slopes. The upper level of
buildings are the same elevation as the top of the ridge and hills so
there is no visibility beyond the crest line of the ridge. Here is
the game table with the German start-up forces deployed.
German
Briefing and Force (Hauptmann Mueller and Hauptmann Von Chappe)
You
are in charge of the infantry and heavy weapons that have been left
in Verkhne-Kumsky while 11th Panzer's tanks have been sent to meet
the Russian threat to the north. While attack is not expected, you
have orders to hold the village so have deployed your thin force just
in case. Suddenly your outposts report a large Russian force
approaching from the east, hidden by a ridge. You quickly deploy
what forces you have on a reverse slope defense behind the ridge and
radio for help from the tank force to the north. They reply that help
is on the way from Major Franz Bäke's
tanks but they are low on ammo.
Mission:
Maintain infantry control of either
Building #1 or #2 at the end of the game to win, or cause a Russian
Battlegroup Break Point (>50% casualties). Otherwise lose.
On
Table at Start:
Infantry
Elements of 11th Panzer Division (regular)
Battlegroup
Command (veteran)
Company
Command
Rifle
Platoon (Command, 3x Rifle/LMG squads)
Anti-Tank
Platoon (Command, 2x 50mm AT Guns)
MMG
Platoon (command, 2x MMG teams)
Medium
Mortar Platoon (command, 1x 81mm mortar)
Reserves:
(11th Panzer Division - regular)
On
Turn 3 (enters on north road)
1st
Heavy Panzer Platoon. (Command PzIVF2, 1x PzIVF2 - Low Ammo)
Russian
Briefing and Force (Kapitan Poloknikov, Kapitan Lowelsky)
In
command of elements of 4th Mechanized Corps, you have been ordered to
capture Verkhne-Kumsky to cut off the German tank force to the north.
You have a company of infantry with T-34 support and more tanks on
the way. No artillery or air support is available.
Mission:
Maintain infantry control of both
Building #1 (double building) and
#2 (church) at the end of the game to win, or cause a German
Battlegroup Break Point (>50% casualties). Otherwise lose.
On
Table at Start:
Elements
of 4th Mechanized Army (Inexperienced)
Battlegroup
Command (regular)
Company
Command
1st
Rifle Platoon (Command, 4x Rifle Squads, 4x Molotov)
2nd
Rifle Platoon (Command, 4x Rifle Squads, 4x Molotov)
Tank
Corps Support
1st
Armour Platoon (Command T-34, 1x T-34) *
2nd
Armour Platoon (Command T-34, 1x T-34) *
Reserves:
(inexperienced)
On
Turn 2 Exploit Phase or on Turn 3 Command Phase (enters at CoCmd or
BGCmd)
3rd
Rifle Platoon (Command, 4x Rifle Squads, 4x Molotov)
On
Turn 3 (enters on south-west road)
3rd
Armour Platoon (Command T-34, 1x T-34) *
*
Classed as Inferior tanks.
Game
Play
Turn
1
Kapitans
Poloknikov & Lowelsky confer in private and deploy the Russian
blinds east of the ridge, half of which are dummies. Hauptmann
Mueller is away on a scouting foray, so Von Chappe is in sole
command, having no idea where the main attack will be!
Russian
initiative! They force the Germans to go first who pass (nothing to
see). However, despite having the initiative, the Russians don't roll
above 6 for any
activations and need to use all
their Impetus Points to move only 2 blinds! End of Turn 1.
Turn
2
Again
Russian initiative! Again they force the German to go first who
passes. The Russian blinds slowly move toward the ridge staying
hidden, except for one that Poloknikov & Lowelsky orders to the
crest of the ridge revealing two T-34s. The T-34 platoon commander
recons the nearby woods showing no enemy hiding there. Satisfied the
platoon commander and the other T-34 blast with Area Fire on the
closest building causing one hidden unit there to take a
Disengagement Test which it passes so it is not revealed. But the
Russians now know that "something" is there. End of Turn 2.
Turn
3
German
Initiative and they force the Russians to go first, leaving the squad
hidden in the building for the T-34s to guess how formidable it is.
The Russians receive a reinforcement infantry platoon which is placed
under a new blind and located together with a blind which must contain
either a Company Command or Battlegroup Command.
[The
Russian reinforcements makes me suddenly realize that it is Turn 3
already and my scenario balance is severely compromised since the
reinforcements were designed to arrive about halfway through the
battle, after most of the blinds were revealed. With 2 turns already
gone out of 6, only one Russian force has made it to the ridge and
been revealed, with most blinds still struggling to even reach the
ridge. There is no way that the Russians can win with only four turns
left. So I have to make a moderator "adjustment" and decide
to extend the game to 9 turns, with the last Russian reinforcement on
Turn 6 and German reinforcement on Turn 7.]
Kapitans
Poloknikov & Lowelsky order the blinds forward, some blinds again
fail activation and the rest continue to move toward the ridge line
staying hidden. No more blinds reveal themselves.
Both
T-34s Area Fire again on the building to no effect (no photo). That
squad is keeping them guessing! End of Russian phase. Von Chappe
passes for the German phase. End of Turn 3.
Turn
4
Russian
Initiative. The Germans are required to go first and pass. The
Russian T-34s again Area Fire at the building and finally cause the
squad there to rout on a Disengage Test. First blood to the Russians!
The
remaining Russian blinds finally manage to move up to the ridge line
with the most blinds concentrated toward the north. End Turn 4.
Turn
5
German
Initiative. Von Chappe makes the Russians go first. Kapitans
Poloknikov & Lowelsky reveal a blind, the new one with the
reinforcement infantry platoon. The platoon emerges over the ridge
revealing a German 50mm AT Gun and 81mm mortar in sight near the
church. Then an MMG hidden in the woods opens up and the Russian
platoon on the ridge crest is instantly met with heavy and accurate
MMG fire, causing 1 squad to disengage and suppressing another. The
remaining 2 squads, yelling "Urrahhh!" continue on to Close
Assault the house. Sudden Defensive Fire from a newly revealed
German squad inside the house suppresses one squad and the last
Russian squad Close Assaults alone. The German squad rolls high
dispersing the Russian squad while remaining unaffected by the
Russian assault. A nasty blow to the Russian platoon!
Seeing
the 50mm AT gun in the open, Kap. Poloknikov reveals the blind on the
road to be two T-34s and orders them to Rapid Advance and Overrun the
pesky AT Gun and commander. As they descend from the ridge the 50mm
AT gun at the church hits one and causes it to Disengage and retreat
back to the other side of the ridge. On the way down, the remaining
T-34 takes fire from another 50mm AT Gun just revealed to be down the
road to the south, which misses.
The
T-34 Close Assaults and destroys the AT Gun and also disperses the
platoon commander. However, the valiant gun crew and commander
manage to suppress the tank during the melee, ending the tank's
movement.
To
the south Kapitans Poloknikov & Lowelsky order the two T-34's to
move down the road from the ridge crest. The platoon commander
recons the suspicious burned out building finding nothing. Not
convinced it is vacant, he orders both tanks to fire at the east end
of the building with Area Fire. One misses but the other causes two
hidden German units there to take Morale tests. One passes a
suppression test and is not revealed, the other is a squad that is
required to Disengage so is revealed and moves back to the west end
of the building, damaged and suppressed.
Also
down south a blind moves up and is spotted by "something"
in the woods atop the south hill, revealing the blind to be a dummy.
The Russians try to activate another blind but roll Command
Confusion which reduces their Impetus Points to zero! They fail
their remaining activation attempts for the rest of the blinds. End
Russian phase. We ended our first session of this game at this point
to resume in a week, with the table looking like this (Russian units
with red dot, German with blue).
Resuming:
German
Phase 5
Von
Chappe orders the AT gun down the road from the church to fire at the
T-34 but it misses. Hauptmann Mueller is back from his
reconnaissance mission and orders the 81mm mortar to fire at the
Russian infantry on the hill and the FFE comes in on target causing 1
Russian squad to disengage and suppressing their commander. The MMG
fires at the remaining suppressed squad on the hill with no effect.
Using
Hidden Movement, Von Chappe orders the German lone platoon leader on
the south hill to withdraw into a house below the crest line to the
west, out of LOS of the T-34s (no photo). The squad in the burned out
building attempts to rally with a Rally order but fails. End German
Phase.
Turn
5 Rally Phase. The T-34 by the church becomes Battle Hardened! The
Russian squad and commander on the hill both rally. The T-34 at the
crossroads and squads nearby both fail to rally. The German squad in
the burned out building fails to rally.
Turn
6
German
Initiative and they go first. The AT gun fires again and once more
misses the pesky T-34 by the church. Haupt. Mueller orders the the
MMG to fire and it hits the last squad on the hill which routs on its
morale check. Then the 81mm mortar fires at the crest line there,
hoping to pin the commander and some units in the nearby blind, but
the shell drifts to the south and misses both.
Von
Chappe issues a Rally order to the squad in the building which again
fails to rally. End German Phase.
Russian
Phase. In the south Kapitans Poloknikov & Lowelsky decide that
the last 50mm AT Gun has to be dealt with and order the two T-34s by
the burned out building to Rapid Advance to the AT Gun. The gun
pivots for a Defensive Fire shot but misses so both tanks enter
Overrun Close Assault, crunching the gun. Amazingly one T-34 is
suppressed! The other tank continues moving and circles around to
cover the rear of the burned out building.
Poloknikov
orders the Battle Hardened T-34 by the church to fire on the mortar
crew in the open causing it to disengage back into the church and
suppress the platoon leader. Then the tank overruns the platoon
leader dispersing it after which it continues moving out onto the
road.
Down
south Kapitan Lowelsky orders the flanking blind to move but not into
any German LOS so it was not revealed. The Russian armour
reinforcements come on at the south-west road edge, two more T-34s
right into the right flank of the German defense! They move up the
road and one tank Area Fires at a nearby suspicious building to no
effect. The other tank Area Fires at the objective building and with
a deadly accurate shot causes the German BG Commander inside to
disperse! Yikes! The German Company Commander is advised of the loss
and immediately takes over causing the German break point to drop by
one. A serious blow for the German since one objective building is
now not German held and they are a double step closer to break point!
End Russian Phase.
Rally
Phase: The German mortar crew in the church and the squad in the
burned out building both rally. No Russians rally. The
Germans are past their 25% breakpoint but roll OK to continue on
unaffected. End of Turn 6.
Turn
7
Germans
roll a 3 and get +1 for German bonus, but have a -1 for loss of the
original BG Commander so net 3 Impetus Points. A Company Commander
was not promoted from the ranks since this would reduce the 50%
breakpoint by an additional unit and, unbeknownst to the Russians,
the German force is dangerously close to elimination! The Russians
roll 4 so Russian initiative and they choose to go first.
Russian
phase. Kapitan Lowelsky orders the two T-34s on the south road to
advance up the road and has both tanks Area Fire on the west end of
the burned out building. One fire has no effect and the other causes
hits, revealing the squad and platoon command there, but they both
pass their morale tests.
Kapitan
Poloknikov orders the Battle Hardened T-34 by the church to fire on
the German squad in the nearby building, causing it to disengage
toward the MMG.
Then
Kapitans Poloknikov and Lowelsky order the Russian blind in the
centre woods at the ridge line to move into the open toward the
church, revealing it to be a Russian platoon. However, a German MMG
hidden in the burned out building top floor ambushes them with a hail
of bullets, surprising the platoon in the open, and with deadly
accurate fire severely shreds the platoon! Three squads are dispersed
and the fourth squad forced to disengage and retreat back into the
woods! This is a severe blow for the Russian's attempt to capture and
occupy the church with infantry.
Finally,
the Russians issue a Rally order for the T-34 and squad at the east
crossroads. The T-34 rallies but the nearby squad routs. End
Russian phase.
German
Phase. Rescue! Two PzIVF2s with Low Ammo appear on the north road,
and Hauptmann Mueller orders them to move up the road and target the
flank of the T-34 at the crossroads. The PzIVF2s easily smoke the
T-34 which doesn't even see them coming.
The
German squad by the church on the road rallies with a Rally order.
Meanwhile, the troops in the burned out building (the squad, platoon
command, and the MMG) decide that, despite being in Hard Cover,
seeing the three T-34s focusing their fire on them they will make a
run for it out the back door to the south and circle around west to
get behind the T-34s. But one lucky Defensive Fire shot by a T-34
catches the platoon in the open and disperses the squad, suppresses
the MMG, and causes the platoon commander to retreat back into the
burned out building's east end wall! This is a nasty turn for the
Germans, putting them right at their 50% break point. One more
eliminated unit and they lose the game! End German phase.
Turn
7 Rally phase. The German MMG in the open by the burned out building
fails to rally! One Russian squad in the centre woods rallies. Both
sides are now past their 25% break point. The Germans pass their
test but the Russian roll causes all suppressed units to retreat 12"
so the T-34 that overran the last AT Gun retreats east down the road.
End Turn 7.
Turn
8
Russians
win initiative! This is bad news for the Germans since the Russians
move first! Kapitan Lowelsky orders the reserve T-34s on the
southwest road to rev up their engines and Rapid Advance to overrun
the MMG team in the open. One T-34 bogs down, cutting its speed to
half so it can't make it into the Close Assault. The other T-34
overruns and crunches the MMG with no effect on the tank. This last
unit loss pushes the German side past its 50% break point,
immediately ending the game with a Russian victory!
Here
is the game map at game end (blue dots are German units, red dots are
Russian units).
Tallying
Up The Score:
The
Russian side lost 8 units out of 23 (35%) and the German side lost 8
units out of 16 (50%).
Historical
Aftermath
The
relief force of Major Franz Bäke's
tanks arrived with some tanks having no main gun ammo left, so the
tanks with some remaining main gun ammo led the counterattack and
crashed back into the village just in time to save what was left of
the battered village defenders. After a bitter fight the Russians
were forced out of the village. However, as nightfall arrived the
Germans, with no ammunition left and with many casualties including
the village commander, had no choice but to abandon Verkhne-Kumsky
and retreat to Salivsky.
Comments
on The Scenario:
Since
a Russian win is inevitable if the game continues indefinitely, the
choice of game end turn actually defines the scenario balance. In
hindsight I think revising the end point in mid game to be Turn 9 was
fine, but the German PzIVF2s should have come on sooner, maybe in
Turn 6 at the same time as the Russian T-34s. The T-34s sure did
their work, roaming around the village at will and blasting the
German infantry out of the buildings! If the PzIVF2s had been able to
get into the north end of the village near the church it would have
been quite interesting. Although with their poor armour they possibly
may have contributed to the break point! Perhaps the 1.9 attacker to
defender points ratio for the first 6 turns before reinforcements was
too high, and highlights the difficulty of using points to balance a
scenario when staged reserves are used. As an aside, one rule the
German AT gunners forgot to use was Intensive Fire!
It
is interesting to note that the Russians won Initiative on 5 of the 8
game turns! Despite that the Russians seemed to have horrible luck
at times activating, particularly the blinds. We will try our next
game with automatic activation for blinds to speed up game play. Our
group liked the use of blinds for the attacker, since there is no way
for the defender to know whether there will be one main thrust from
right, centre, or left, or two pincer thrusts from the flanks, etc.
This "pins" the defender's forces, preventing reinforcement
by abandoning a threat-free flank. A further idea was suggested for
the use of attackers under blinds. As scenario creator, I could list
three possible objectives for only the attacker to know. Then at
game start the attacker secretly rolls a die to see which one is
their "real" game objective.
Regardless
of all the "what ifs", everyone agreed this scenario was
great fun to play.
Comments
on Panzergrenadier Warp 9 Rules
The
new Close Assault Results Table was a success with the comment that
it "felt better". The revised AFV Armour Factors and
Anti-Tank Penetration Ratings just plain worked without any extra
hassle. Only one question came up, "Why is the T-34's rear hull
armour factor one grade better than the hull side armour factor?"
The answer was "Because it's average slope is greater."
So
far PG Warp 9 appears to be a success and meeting our needs. The game
flow and enjoyment level continue to deliver. And we have the
advantage of being able to tweak it to our heart's content. It's all
good!
Since
you got this far, thanks for reading along with this AAR! Hope you
liked it. Hmmm... What to do next? Stalingrad looms but I don't
have the terrain for it. Rats!
See
you next time! - Gary
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