Second game for 2010 A.A.R.

July 20, 2010

The setting for the second Panzerfaust: Armoured Fist game of 2010 was reasonable enough – somewhere in the Leningrad oblast during Spring 1942. The Germans had to cross a small stream and capture a major village, the Russians defend it.

As Peter and I had agreed via email prior to the game, this was to be an infantry clash. The force I chose weighed in at about 2300 PV, Peter’s force coming in at around 1500 PV.

My force was comprised of two companies; an infantry company and an infantry gun company. The infantry gun company allowed me to use the IG-18s that I worked on earlier this year on the table (onboard) while keeping a battery of 150mm FlaK 18/36s  offboard. It was a learning experience to select and account for it, as I realised in previous games I had purchased Forward Artillery Observers (FAOs) but no Battery Fire Control unit to actually follow their orders and make sure the shells were fired! This oversight was rectified and I learned something at the same time…as well as realising I have a lot of extra little modelling things to work on in the months to come, like bases to represent the Battery Fire Control staff, some more FAOs and the like.

I elected to give the gun company FAOs some wheels, so the three of them ended up in my two kubelwagens and solitary schwimmwagen. This has given me some impetus to paint up the remaining BMW R35 motorcycles and their accompanying figures from Italeri so that I can have FAOs on motorbikes, which is the cheapest motorised option for them. Anyway, hopefully the FAOs riding in cars would let them go forward and into good positions quickly so that my artillery could rain death and ensure success for my brave footsloggers.

The infantry company was the standard maximised option I’ve used before, except this time I elected to buy two FAOs on horseback to assist the 120mm mortars that I took as Support from the Battalion. The 120mm mortars were towed on the back of Opel Blitz 4X4 trucks – they had to be, they couldn’t be moved forward by hand like the IG-18s! The infantry company 81mm mortars could fire smoke shells as could my whole infantry gun company. My plan of attack was thus to use smoke where possible to blind the Russians and allow my infantry to get as far forward as possible before they might take serious losses. A rolling barrage of smoke shells with infantry advancing behind would be a textbook and perfectly historically accurate plan of attack.

All this looked great on paper. We set the board up and it looked great – see these three photos:

As Peter needed a little more time to decide how to deploy his forces, I opted to roll for the Weather.

I rolled a 3. This meant that the ground was muddy and the sky was overcast. Not great, but not terrible. I then rolled for Wind. Gale force winds heading South.

That was the end of my textbook attack. No smoke during gale force winds! Also, the mud was going to slow my kubelwagens and schwimmwagen down to the same speed as my infantry, so their benefit was nullified. They may as well have been on foot! Even my FAOs on horseback would move quicker.

Thus,the die was cast (pardon the pun). Here’s the ‘history book’ setting: after the heavy gale the previous day, a German force in the Leningrad oblast had to try to continue a somewhat stalled advance and take an important village. While the rain had stopped, the ground was still very muddy and gale-force winds continued to scour the battlefield.

Turn One – As the Germans entered from their own board edge, they immediately came under fire from 76mm artillery and from more devastating 122mm artillery. You can see this in this photo –  – that blue die of Peter’s is functioning as the centre for the 76mm artillery barrage; the radius projecting from it already chews into my ranks.

1st Platoon lost a section and it’s Platoon HQ, but I roll 10 for Morale and the rest of the infantry company are fine. All my troops do is advance. My 150mm artillery perform map fire but to no effect. As it is only firing for one round, I then have to wait three turns for it to fire on a new map reference.

Turn Two – I continue to advance. This time, the Soviet artillery causes no harm to my troops, some of whom have side-stepped out of the Beaten Zone Radius or simply kept low as they went forward  .

Turn Three –The Russians now try to call down artillery fire, shifting its position, but to no success.

.

Turn Four – The Ivans successfully call down fire but only kill one German team. The Germans continue to advance, many now approaching copses which would provide some shelter  .

Turn Five – Everything happens at once!

Those in the front of the advancing German infantry forces sight onboard Russian artillery and infantry . His infantry includes some sections of PM M1910 (Пулемёт Максима на станке Соколова, Pulemyot Maxima na stanke Sokolova or “Maxim’s machine gun model 1910 on Sokolov’s mount”) which are classed as Medium Machine Guns (MMGs) in Panzerfaust: Armoured Fist. Lead sang and the Germans lost 6 teams to them, but the Germans gallantry replied with their own MG-34s (LMGs in Panzerfaust: Armoured Fist unless tripod-mounted) and manage to silence two guns . The Soviet onboard artillery tried to wipe out my 120mm mortar teams who were still setting up, but fail.

On the left, my IG-18s are still out of the battle so far but have not suffered any inbound fire . My 150mm map fire artillery have their order cancelled (otherwise I was going to hit my own troops) so they begin setting up to fire on map reference number 3.

Turn 6 – It was obvious I wasn’t going to reach either objective in time. This turned out to be both Peter & I’s fault – more about this in a moment.

Three of my four 120mm mortars are silenced by 122mm artillery. More Soviet infantry are revealed . There was small arms fire between the two infantry forces  and that resulted in the last surviving team from my 1st Platoon dying. I make a Morale test for the rest of the Company…and get a 3. Retreat.

This was pretty disappointing as the two previous Morale Tests I made were 12’s (the maximum) and I’d started off Morale Tests so well with that solid 10. Still, it was 11pm and it was logical to end the game – my IG-18s weren’t going to win the game for me, not against all that Soviet might.

What did I do wrongly?

Firstly, I purchased Smoke Grenades for each and every infantry team/base I fielded, adding some 206.25 PV to my force. Upon discovery of this (ie. when I told him that the Gale had ruined my ‘advance behind smoke’ plan), Peter pointed me to p. 13 of the rules, where it states that only assault engineers/pioneers may use smoke grenades. This was some PV that I had thought of using to instead buy some AA vehicles to add to the game…I was keen to use 20mm cannons to chew up his infantry. So, in a way I partially handicapped myself with this as I later realized didn’t really have a big enough force for the night. (I have just read that I should have 2-3 times what Peter fielded…I should have had 3000 to 4500 PV. What an addition to this PV handicap! I should have bought more offboard artillery and put troops in trucks or halftracks as well as field all 3 AA vehicles I have).

Secondly, I didn’t have a backup plan. I didn’t think I wouldn’t be able to have my smokescreen.

Thirdly, I once again deployed right into his artillery fire. However, you can never predict this, can you?

Fourthly, both Peter and I had neglected to check that the Objectives I set were reasonable. For an Attack/Defense scenario, objectives should be anywhere in the middle 40% of the board – I went and set them in the last 20% of the board. There was no way I could reach that in 10-12 turns on foot, even if not a single solitary Russian tried to stop me. A second handicap.

With all this in mind, I’m not so worried about this loss. It was effectively an impossible scenario.

Still, not having a backup plan was foolish.

On a different note, all that new scenery was displayed and garnered praise from viewers.

Here is a new thicket with an old thicket:  .

Here’s a new thicket with the river sections:  .

Here are the final two new thickets:  .

Hopefully the next game will be as soon as August, and will be an action from Kursk.

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7 Responses to “Second game for 2010 A.A.R.”

  1. Peter Stone said

    Hey man,
    Seems we are both getting rusty on the rules. I forgot about the attacker being 2 to 3 times the defender. If you had fielded 3000 or more points you would have been able to add those AA halftracks and other halftracks too, and what a difference that could have made.
    And if that objective had been in the middle of the board, that would have made a very different game.
    Still, for both of us, the artillery throughout the whole game was large ineffective, which was rare.
    Anyways, great game as usual, but lets use the proper attacker/defender ratio when we do the Kursk scenario, ie, attacker maybe 2.5 x defender?

    • Eastern Funker said

      Yeah, even putting all the infantry in Opel Blitzes or somesuch would have made a difference.
      It was fun to play, but I’m ruling it as a null game due to all the errors – doesn’t count in the grand scheme of things.

      Oh, your artillery was effective, mine wasn’t. I need to read up the rules more about that.

      I think for Kursk I’ll have to have around 4500 PV…That should cover an ad-hoc company of Tigers, Panthers and StuGs (or Panzer IVs, if you and Scott have enough of those idly lying around).

  2. Peter Stone said

    We’ll get this attack/defense ratio down one day, like the time my Soviets attacked your Germans at around 1:1 odds? and did even worse.
    Are you sure you’ve got your points right? With 2 Tiger in an HQ, 4 Tigers, 4 Panthers, and 5 StuG or Pz IV, I reckon around 5300?
    We have plenty of Pz IV and StuG, yes. Also, the Germans typically used Pz IIIN with Tigers, to provide smoke and HE support, but that’s up to you.
    Let me know how you go, and August looks good for the next game, I’ll check the dates.

    • Eastern Funker said

      Do you have a platoon of Panzer IV’s, a Panzer IV HQ Platoon and a platoon of Panzer IIIs?
      Then I could supply a platoon of Tigers and that would make for a more realistic PV.

      • Peter Stone said

        Yeah, I’ve got the models to do all of that, however, I see no problems with 5300 PV. And I would really like to see a platoon of Tigers and Panthers with Tiger HQ on the table, that would be awesome. (I’ve got 6 diecast Panthers and 4 diecast Tiger I you can use if necessary.)
        If you take Pz IV HQ plus platoons of Pz IV and Pz III, it won’t give us a Kursk feel, and they won’t last long against the defense.
        So, go for broke!

      • Eastern Funker said

        OK, but it’ll be your funeral!

  3. Peter Stone said

    Well, that all depends on how nasty a defense I cook up…

    Let me know when you’ve got the final PV and I’ll start designing my force at 2.5 times smaller than your force.

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