Fourth & final game for 2009

November 28, 2009

A medium-sized township somewhere on the Eastern Front…the Eastern Front in Spring 1945, that is. Two reconnaissance forces clash somewhere in or near Germany.

There was a moderate south-easterly wind blowing.

We decided to play lengthways for this game, as our AFVs could all move at very good speeds and Peter wanted me to see just how that translated onto the table.

I had a company comprised of many different AFVs – 234/2 Pumas, a 234/3 Stummel, 222s and Lynxs. Peter’s Soviet force had a high percentage of Lend-Lease vehicles – M3A1s, M3 half-tracks as well as T-70s.


Both sides moved. My 234/2 Pumas moved at 1/2 their maximum permitted speed, so they could shoot at the T-70s they saw on the main road on the other side of town.

The Pumas hit, but at that range their shells could never penetrate, so the shells bounced off.


More movement. The T-70’s guns can’t reach my Pumas, so my Pumas take advantage of the situation, opening fire and causing one T-70 to be Tracked.


Now AFVs from both sides were racing across the table top.

Peter was right – these recon AFVs really could fly, and having the roads helped this aspect of the game too.

The T-70s are now in range and fire a salvo at the opposing 234/2s but with no success. The 234/2s return fire, getting a Stun result on one of T-70s and  immobilising the other.


With AFVs sited by both forces, I needed all my 6 ‘pips’ to split my forces up. All jockeyed for cover or to present their heavily-armoured fronts to their opponents.

Down in the south-east of the town, my Lynxs came under solid fire from the Lend-Lease M3A1s, causing one Lynx crew to panic and bail out.

To the north, the 234/2 Pumas both immobilise the already immobilised T-70 and destroy its gun too – Peter rules that it is effectively destroyed as it can do nothing else.


I order all my German forces to slow right down. Firing at half speed affects their aim (not surprisingly) so now they are to only move 5cm each or less. My rolling for shooting goes downhill though – I roll far too high all of a sudden so my strategy is for naught.

The Russian infantry whom had been tank-riding and dismounted back in Turn Two, hurl Molotov cocktails from their concealed positions in the railway station at the Pumas. Peter rolls the top result possible – Puma #2 is destroyed!

I make a Morale Check for the whole Company…a Shaken result. Not so good.


My toughest platoon on the table – my 234/2 Pumas – must Withdraw. ‘Withdraw’ means reverse 5cm but can still Shoot…I just cannot go forward under any circumstances.

This turn there was much death. Peter’s  BA-10 platoon are all effectively Tracked and so they Bail Out. My Puma platoon leader is killed. 

I roll an 8 for my Morale Check. With adjustments, the final result is 0 – my remaining Puma must Retreat – but since enemy forces are so close, it’s forced to Surrender to those nearby enemy forces.

At this stage, I declared the Germans had lost. The Russians were bloodied – the most bloodied this year – but I didn’t have enough remaining firepower to break them.

An interesting game – assembling, painting and getting a whole 6 vehicle 234/2 Puma platoon reay for a re-match is an appealing way to spend the upcoming Christmas break.

5 Responses to “Fourth & final game for 2009”

  1. miniaturezone said

    Nice choice of figures and I like that large ruined building. Thanks for sharing.

    What rules are you using ?

  2. Peter Stone said

    Hey man,
    Great write up and good photos.
    Would have been a completely different result if you’d used those PaK40 halftracks, LOL. Maybe next time 🙂

  3. […] scenario is going to be very similar to that played on November 28, 2009 – a reconaissance clash. It’ll have larger-sized forces and, for the Germans at least, […]

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