Monday, 2 October 2017

‘TRIAL BY FIRE’ TEPLOYE - BATTLEGROUP KURSK BIG-BASH

Weeks in the planning (and some extra painting), the time has finally come to get lots of the toys out, set-up a big table and go for a big tank-bash with Battlegroup Kursk. It would be nice to see it all on the table once in while, we’ve had these armies along time. This would be a 2000 point game, with the Germans in full attack at the village of Teploye (northern edge of the Kursk salient), trying to capture the village on the forward slopes of the Olkovatka ridge.

The scenario would see the Russia forces would be split, with 1000 points of Rifle Division in their defences holding the village and 1000 points of Tank Corps to counter-attack from reserve (arriving from turn 4 onwards). The Germans had 2000 points of panzer forces to attack with, splint into a first wave and second wave. As it’s a big game (battalion-sized), I’ll break down this AAR into smaller parts over the next week or so, starting with the forces, prep, planning and deployment, etc. Next will come the first half of the action, then the conclusion in part 3.

Here is the Google map of the area. The Germans have already captured Samodurowka, just off the map (to the north), and reached the stream through he wooded area at the bottom of a shallow valley (we didn’t put the stream on the table, just the woods. It was a minor feature, the woods were boggy so difficult ground to all vehicles, that would cover it). The panzers would be attacking up the gentle slope.



We held Teploye, dug-in to trenches, behind barbed wire and minefields. I’ve included the detailed Russian lists for the game below, I don’t have the full German ones, but it contained 2 Tigers, 1 Ferdinand, 6 or 7 Pz IIIs, 6 Pz IVs (all Gs), 4 StuGs (one controlling a Borgward), and the usual panzer grenadiers in their half tracks or tank riding.

DEFENDING RUSSIAN RIFLE FORCE

FHQ (3 men and Jeep)                 22    3-r  
FSU (radio truck)                         18    1-i   
NKVD Officer (3 men and Jeep) 26    D6-r   

Rifle Platoon                                58    5-i  
Rifle Platoon                                58    5-i  

85mmL53 AA gun                       51    3-i    in gun pit

Forward Observer                        16    1-i
Field Artillery Battery                  55    4-i    2 x 76.2mm Zis3 in gun pits
Field Artillery Battery                  55    4-i    2 x 76.2mm Zis3 in gun pits
Medium Mortar Battery               66    3-i    3 x 82mm mortars (on-table)
152mm Battery                            125    0    2 x 152mmL24s (off-table)

AT Battery                                    48    3-i    3 x 45mmL46s, behind barricades
37mm AA cannon                        36    1-i
Supply Wagon                               4    1-i     (for SU-76s)

2 x PRTPs                                     20    0
4 x Counter Battery Missions       40    0    4+

20” Trench                                   20    0
3 x Minefields                              45    0
1 x Dug-in T34                            50    3-r
4 x AT gun pits                            80    0    3+ cover save
Counter Bombardment                20    0
2 x HMG dug-outs                      64    2-i    Maxim HMG, 3 + cover save
10” Improvised Barricades          5    0    4+ cover save
20” Barbed Wire                         20    0

Totals:                                      1002     39+D6 (1) BR     4 officers, 0 scouts

Free Defences (from scenario representing Ighev’s Fortress)
10” Trenches
1 AT gun pit
Minefield


COUNTER-ATTACKING  RUSSIAN TANK CORPS

Comms Relay Team                14    0-i   
VVS Air Controller                 26    1-r   

Motor Rifle Platoon + 2 x AT grenades    68    5-i    (tank riding)
4 x Tank Rider squads + AT grenades      68    4-i    all SMGs

T-34 Company (10)            350    30-r  
T-34 Platoon (3)                 100    9-r
T-70 Platoon (3)                  65    6-r
T-70 Platoon (3)                  65    6-r
SU-76 Battery (3)               75    6-r

Hvy Mortar Battery (2 x 120mm)    72    0    off-table
PO-2 aircraft                                     50    2-r

Timed Katyusha Strike             25    0
Timed PE-2 Air Strike              20    0    8 small bombs

Totals:                                     998    69 BR     3 officers, 2 scouts

Grand Total: 109 BR, 7 officers, 2 scouts



The Soviet plan was straight forwards, hold tight, then the hit them hard with the steel. Get in amongt their armour at short range, pile those tank riders off and cause mayhem with anti-tank grenades. It was actually bit more refined than that.

For the defence the heavy guns and the mortar battery were key, hitting those two pre-registered target points which would be on the woods in the valley were we knew the Germans were mustered. The enemy would have to advance through a constant barrage of explosions which should seriously harass them and get lots of pins (and a few kills). The anti-tank guns would deploy in the gun-pits back on the ridge’s slopes, in pairs. Each pairing would concentrate their fire at one target (the Tigers!) with HE at long range to suppress them (giving 4 chances at a 6 each turn). Only at short range would the guns switch to AP for aimed fire. The two defending infantry platoons would each have a role, 1 would have the village itself, the other the trench lines. The AA cannon must be on Ambush Fire every turn for the inevitable incoming Stukas. The instruction was to get lots of units on ambush fire early and hold fire until the Germans came closer, don’t get draw into an uneven firefight with lots German MGs at long range an dgte pinned (and thus vulnerable to a lightning close assault by armoured grenadiers or, even worse, pioneers using Reserve moves to close in fast), and just stay put in the 3+ cover we’d paid good points for! Via the shortest routes they’d have to clear the mines or go round them, and cross barbed wire, making their attack very slow. By going round it would by us more time for e guns and arty o do their work. We really hoped to win the artillery duel with those counter-battery missions keeping any Nebelwerfers (off-table ones) quiet. I fear the heavy rocket launcher strike, I’ve suffered too much under them before.

For the counter-attack (that’s me this time), the first wave would be the T-70s, a sacrifice to draw German fire, spend their AP shells, stop them moving, and be a nuances with HE fire before the T-34s had all arrived and mustered for one almighty charge forwards, with all the tank riders, as second wave. The Katyusha strike and PE-2 bombing run would precede the T-34 rush (don’t care if they hit a few T-70s), to try and get the enemy well pinned for at least the first turn as we closed in at 24” a turn.

As the scenario allowed it, I would pass over the 3 Suka’s to the infantry forces as their mobile reserve, in case they were struggling anywhere and needed reinforcements before the tanks arrived (from turn 4 onwards at 2D6 units per turn, so it would be a while and random, but patiences to gather them and not attack piecemeal would be required).

With everything planned, the models painted and new defensive positions bought and quickly painted (gun-pits, more gun-pits - thanks Lancer miniatures for the fast delivery).

After an early Sunday start, we set-up the terrain based off the map on a 6x10 table (using my new terrain mat - hurrah). There were 4 objectives placed by us. One on the track on our extreme left (behind the 45mm gun battery position, barbed wire and a minefield). One on Teploye church. One on the windmill on the ridge above the village (our artillery observers home for the day, but likely to draw a lot of fire, but he was emergency back up to the PRTPs) and finally, to draw some Germans away from the village, on our extreme right, covered by a trench line, a detached rifle squad and the static dug-in T-34 pillbox. Weakly held, this we hope would attract some Germans for an ‘easy’ objective, a lure to bring them forwards into our tank-charge, when it arrived. As the Russian placed their defences, the Germans sorted their attack plan between the two of them, divided their force, ammo’d up their tanks with HE and AP, plotted their timed strikes, etc. Their two pronged attack would come on our left, straight at the village over the shortest distance via the cornfields (but blocked by minefields and covered by flanking fire from the three 45mm guns behind their improvised rock and log barricades). On the right, through the fields would come the bulk of the panzers.

A note here on the trenches. Obviously the model terrain sticks up in way that actual trenches don’t, but we agreed, they were all below ground level, did not block line of sight or movement over them at all (being narrow for just 1 man at a time, so tanks could roll right over the without slowing).

The Germans then placed their first wave. Mostly armour, 2 Tigers in the centre, 3 Pz IVs either side, 3 Pz IIIs on the outsides of the wedge (Panzerkiel). Inside the panzers would be the halftracks, behind came the soft-skins. On their right (our left  opposite the village) lurked a 222 armoured car, mortar spotting from the wood’s edge and the mighty Ferdinand (as Russians, we didn’t talk about he Elephant in the room).

By 11 o’clock everything was in place for turn 1. Oh, except for out counter-bombardment (we almost forgot it), for which we rolled a 6! Hurrah, 2 chits to start with for the fascists. Then 3 chits for the objectives we already held (we concede the church as an untenable position, anything in it would be visible from turn 1 and get all the German firepower and die). We also out-scouted them, 2 to 1 (circling PO-2 vs lurking 222). In the pitched battle ahead we’d both decided the recce had little place. 6 counters for them, good start!  Our counter-bombardment pinning resulted in 1 pinned MG team in the woods - rubbish, 20+ dice rolled , one 6 scored, the odds better improve in the game or we’d be in big trouble.

Turn one, Germans roll for command and control, 4D6+11 officers - Panzers Roll!

Here are some early shots of the table, etc. Next time, in a few days, the first half of the battle - the stoic initial the defence of Teploye. Hopefully, by the end of the week, if I get time, the armoured counter-attack as the conclusion. We had until 5.30 to finish, so 6.30 hours to play.

PO-2 eye's view over Teploye village, Russians will be on the right,
Germans through the woods on the left. 

 The German woods, the bottom of the shallow valley. Their first obstacle.

 Trenches in the centre, in front of the walled orchard, barbed wire and minefield in front.

Russian extreme left, barricades and dug-in T-34, this one was a dummy (uncrewed)

Russian extreme right, trench line and dug-in T-34, not a dummy this time. 
Pile of supplies is an objective marker.

The windmill, an objective and observation point (and target). 
Gun pits for Zis-3s on the slope just in front. 

 From the woods, through the cornfields to the village. Liberally sewn with mines.

Right at the back, overlooking the village from the top of the ridge, 85mm AA gun, dug-in for ground defence. More long range HE suppressing fire and when the Germans come closer, a good AP shell too.


Bring on the Panzers...








Sunday, 3 September 2017

Western Egyptian Desert, June 1942

Desert game this weekend, mostly using BG: Tobruk rules, with a few added units for a game during the first battle of El Alamein. With the DAK advancing onwards towards Alexandria and threatening the Suez canal, the retreating British have to put up a mobile defence in the desert with whatever stragglers they can muster and desperately hold long enough for the defensive position at El Alamein to be established.

It would be a straight attack/counter-attack scenario, at 600 pts. My British armoured forces would be trying to halt the eastward advance of the DAK, itself already running beyond their supply lines and struggling for tank numbers. Two almost exhausted forces still battering away at each other.

Here was my force list:

FHQ -  3 men in staff car  

FSU - Dorchester ACV  
Low on Fuel                 
Motor Platoon      
in 4 light trucks

3 x Crusader IIs  
3 x M3 Grants

2 x 3” mortars (off-table)

Recce Command - Dingo
Sniper + Observer        

Repair Truck          
Carrier Platoon    
3 x 3 men in 3 Bren carriers

Bofors AA gun + truck tow
Timed 6” barrage        
1st Priority Request   
 

Totals                601 pts    41BR    6 officers, 2 scouts

The Germans had, roughly something like this;

FHQ in PzI Befehlswagen
Infantry Platoon in Trucks
AT Rifle Team
75mm Infantry Gun + tow
Pz III G Platoon
Pz IV E
Arty Observer in SdKfz 254
SdKfz 231 armoured car
Recce Command in SdKfz 221
Panzerjager I
‘Diana’ with Russian 76.2mm gun
Captured Bren Carrier with Pak36 combo
K18 100mm cannon + loader team and tow
Supply Truck

Timed Stuka air strike

Totals: 599 pts    41 BR, 4 officers, 2 scouts


Both side’s initial scouts deployed, my recce commander in his Dingo getting his mortars firing early… if not to much effect, but he did a good job all game of harras fire. The German arrived swiftly (as ever), Pz IIIs and their Pz IV leading the way, with truck mounted infantry and supporting tank hunters behind. At the back, a huge 100mm cannon deployed and started to hit a PRTP close to my board corner (though the loader team were pretty lazy all game). I moved swiftly forwards to keep away from it, but some of motor platoon got pinned by the sporadic arrival of 100mm HE shells.

A good roll for my early reserves saw me match the Germans and we were quickly into the meat of the engagement, nothing cagey here. My plan was to secure my two objectives with infantry sections, supported by the Grants, using their long range respectable 75mm HE to harass and pin the Germans. The Crusaders and Carrier Platoon would attack the take the central objective, with the remaining motor infantry following up to secure it. The attack would be launched using lots of reserve movement and only after the 6” howitzer bombardment had smashed down on the objective and got the Germans well-pinned. It sort of worked, but as ever, the best laid plans oft go pear-shaped…

The early long range sparring resulted in a few pins, but nothing else. My Crusaders deployed and got onto reserve move ready to go, and after most of my motor infantry had dismounted, my carriers moved up into striking range of the central objective, but then 2 got pinned by accurate (irritating) suppressing fire from a 75mm light howitzer. This untimely event left the 6” barrage hitting but I then lacked infantry to support the lightning advance.. put hell, all ahead full and damn the torpedoes (incoming 50mm AP rounds in this case). My Crusaders went for it… only for one to be immediately hit a random mine strike counter and blown up (my repair truck got to it but it was beyond their help after 3 tries). The 6” barrage destroyed the close-by Pz IV and pinned the ad hoc ‘capture carrier and 37mm anti-tank combo’ (it later had a mortar shell land right in it and was destroyed), so the Crusaders could claim the objective, also nailing a Pz III as they did so… the Germans were rocked by the British aggression, and found the charging Crusaders a rude surprise, resisting their return AT shots (and the lurking Diana kept missing - phew!).

My single free carrier and infantry dismounts rushed to the tanks aid, weathering inevitable MG fire as they did. The dismounted carrier Bren team had a fully loaded Opel Blitz at short range and machine gunned it into wreckage… pinning 2 infantry squads as they jumped clear. The other carriers later got unpinned and raced up behind them next turn.

The tank duel was going my way, a second Pz III was hit in the side and destroyed, for the loss of my second cruiser, but the M3 Grants (now out of 75mm ammo and using 37mm HE shells to suppressing fire - hopeless!), were untouched and rolling steady forwards in support. With harassing mortar fire and a big 25pdr stonk, the Germans were well pinned and their last Panzer III was out of all ammo.

The Germans boldly took 2 chits to unpin, rolled well, and were straight back in the fight. Another special counter draw saw one of my M3 Grants immobilised by a ‘Breakdown’, and 2 Luftwaffe air attacks counters also helped the German’s cause (neither turned up, but a timed Stuka strike did cause me a extra chit - if no losses - as the ambush fire of my Bofors awaiting it missed - rubbish!).

With troops unpinned the Germans pressed to get the centre objective back. Heavy infantry and MG fire flayed the rocks hiding my infantry (who made great cover saves), but the carrier section command squad was wiped out, then the 2” mortar team (3 man teams are easy chits). One carrier also went up in smoke, hit by a Panzerjager I 47mm shell. Chits mounted too quickly, and it was obvious there would be more if I didn’t  pullback. My last carrier team jumped into its carrier and sped away to safety (relative safety), and my infantry section survivors (2 men with their Bren) ran back too. Just the last Crusader remained to contest the objective… and avoid the Germans just having it and the chit. His bold stand lasted about 2 minutes, when the 'Diana' finally hit and turned it into a flaming hulk (but not before a 2 pdr AP shell wrecked the German supply truck which had had to come forwards). The lost Crusader’s chit draw put me on 41! Equal to my BR score isn’t over it, so I could fight on, and did… hanging on for another 2 turns. The Germans had stopped unpinning, so must also be close to breaking. It might be all on the next counter…

Tension was very high. Then I had to draw a counter when a Bedford MWD was machine gunned up (I should have withdrawn it, but hey, my command and control rolls were not great all game). That counter should break me, but no, it was an air attack counter which I used as ‘Low on Fuel’ (special rule). Played on his little Panzer I HQ tank… which was abandoned! 2 counters for that, this would surely end it… but no, a Confusion counter was drawn and played on my pinned (and staying that way) Carrier Bren team. Their morale test was a rolled 1 and they ran for it… that next counter did end it.

Oh, so close, so very, very close. The Germans were on 39, also from 41. Argh! But a great game again. I loved the rag-tag feel of the two forces and the game had a real air of desperation towards the end. My bold counter-attack had almost worked - but not quite… but it was fun trying. Oh, if only 1 of those German special counters had been a number, it could have been a win. Not that its matters, a great game is a win for both sides.

Here are a few snaps of the battle, using my phone camera which is utter rubbish, so sorry for that, lesson learnt. Camera required.


Overwatch at the back, Bofors AA on ambush covers my force from the expected arrival of the Luftwaffe.

First to arrive, M3 and motor infantry in column, still well out of range, except for the 100mm shelling. 

 Forward HQ, here for the re-roll on the arrival of Reserves... very useful against Panzer Marsching Germans.

German recce keeping an eye-out from a distant hull down position, as the others move past. It fired 16 of 18 20mm rounds down range (mostly for suppression).

Infantry and M3 hold an objective (large white rocks). 

Crusader bursts passed the other M3s on reserve move, with Grants doing a stand-in artillery role. First Crusader hits a random mine - kaboom!




 The hotly contested central objective, taken, lost and retaken by the Germans. Here my two Crusaders have claimed it, carriers arriving in support, as the tanks duel it out (Crusader win in that fight). This was hot on the heels of the big 6" stonk that wrecked the Pz IV. All arms attack... artillery, tanks and infantry in perfect (ish) co-ordination...














Monday, 28 August 2017

On the painting table

Not really had much time for the blog of late (summer holidays), but I thought I should show-off something.

Latest work on the painting table, keeping new additions to the collection ticking over (just). For a while I've been planning to add something a bit different to my late war Germans. I rarely get to use them (so many German players around I end up on the Allies side), but I want these as I plan few Battle of the Bulge game soon, a campaign which I prefer for gaming over the hedges of Normandy these days.

Work on my Recce Armoured Infantry Platoon is progressing, plus their support. A lot of 250/1s (PSC kits with some AB crew added) to work through, plus supporting heavy and light armoured cars and an anti-tank gun (Maultier as its tow). I'm working on 3 vehicles at a time, and all will have a lot of foliage camo added, which will hide a multitude of sins.

I already have the infantry, so once the vehicles are complete I can have a game vs a US road block force.





Thursday, 22 June 2017

Too good...

Whilst clearing out some old files from my even older harddrive I came across these 5 images. They were taken years ago, but they reminded me how good this 1/35th diorama was (is). Made by my friend Phil, the single best miniature painter I have ever met... this is all his work. Genius.

It's the Battle of the Bulge, 1st SS at Stoumont. It depicts the moment Hauptscharfuhrer Knappich's Panther returned up the hill to Stoumont after an engagement at Stoumont Station, where Oberscharfuhrer Ropeter's Panther was hit and set alight by a US 90mm anti-aircraft gun. Ropeter was transported back to the aid post on Knappich's engine-deck after bailing out from his tank, his other crewmen died. Badly burnt, Ropeter's life was only saved because he was wearing U-boat crew oilskin leathers rather than standard-issue Panzer crew uniform.

Phil did all the research to get it all spot on... right camo colours, right people, visited the right building, etc... the build's skill and patients boggles me, but I was fortunate enough to have a private viewing and close inspection and take some pictures - and I just re-found them.

I'm not a military modeller myself, except building and painting what I need for gaming... but I have dabbled in 1/35th stuff though (inspired by Phil) and somewhere I still have the kits and extra parts to build my grandfather's Churchill tank in Italy... one day.  I see the two as different, if related (just) hobbies.

Anyway, this is just pure, shameless eye-candy... check out the ground work, it's brilliant. Love the subtle colour tones, the winter atmosphere and those trees, which are hand-made!! Almost unbelievable, this isn't his best (imho), that still goes to his Euro-Militaire 'best of show' winning Panzer IV and SS grenadiers during Operation Konrad.  Enjoy.

 Overview

 1st SS commanders Pieper, Poetsche and Diefenthal watch on

 ?? and crew watch over the stricken Ropeter

In the Ardennes, trees had white stripes painted on them, for nighttime driving aid, great detail


Thursday, 15 June 2017

DAK, On Review

In a couple of weekend's time, I’ll be down at Battlegroup South at Bovington Tank Museum to take part in the Battlegroup Tobruk campaign weekend. This weekend will see each player play three games for his side, Axis or Allies, to earn campaign victory points towards the overall winner. They are great fun days, always a big highlight of my wargaming year and getting to play, rather than run the event, is a treat and worth the five hour drive to Dorset. (I’m at Tankfest the weekend before too, so I get do it all twice!).

This year, we’ll be using the new Battlegroup Tobruk book, so lots of sand… with German and Italian forces taking on the Brits, somewhere in Libya, in late 1941.

For a change, I’ll be playing on the German’s side, so I thought it was time to get my DAK forces out, review them, mend any damage, touch up paintwork and see if their was anything new I’d need for the upcoming battles. I still have 2 weeks to get any last minute units finished.

Whilst the army was all out of it storage boxes, I took some pics… so here is my full DAK force in detail, as an example of a Battlegroup collection. Quite what I’ll use at at the weekend I’m not yet sure, I’ll probably change my force for each battle and try to get everything some table time. Time for list building later, first get the models sorted.

Here they are, ready for Rommel’s inspection, before storming off to smash the British… I hope! Can’t wait.
HQ Assets: Forward HQ SdKfz 265 (First to Fight kit), Forward Signals Unit, SdKfz 263 (Roden), Luftwaffe Air Liaison Officer (Ace car, Brittannia miniatures)

Infantry Assets: Schurzen Platoon Headquarters and 1st Zug  
(mixed SHQ, Britannia, Foundry and a few Caesar plastics)

2nd and 3rd Zugs (same manufacturers) 

Platoon Support Weapons, 80m mortar, HMG, 50mm mortar and AT rifle team (all Britannia)

The infantry's soft-skin transports (mostly pinched Italian trucks)  
(Britannia Dovunques and a converted diecast SdKfz 7 with AB passengers)

Tank Assets: 1st Panzer III Zug (PSC kits with extra Valuegear stowage)

2nd Panzer III Zug (as above)

Panzer II Zug (Revel kits)

Other tanks, a Pz IV and captured Matilda (PSC Pz IV and Lancer Miniatures Matilda)

Artillery Assets: Observer Teams, guns off-table (Britannia and SHQ)

Recon Assets: The armoured cars, gone a bit mad on 222s (Airfix kits) 
 and a SdKfz 232 (Altaya diecast)

Kradschurtzen Zug and 2 x snipers (all Britannia) 

Logistics Assets: Two supply trucks (Fujimi and PSC kit)
 
 Special Support Assets: Pak-38 battery (PSC guns, SHQ crew and Altaya diecast tow)
I'm missing the other tow... which I have, must find it. (I did, in another box, SdKfz 10 mis-stored)

Panzerjaeger I (old Esci kit with AB crew) and Flak 38 with captured British tow 
(Altaya diecast gun, SHQ crew and Airfix tow - gun went to the Brits).

88, must have, it's the law. (Revel kit, AB crew and Airfix kit for the on-tow version)


Converted Flak Vierling, not for this time, but it'll come in useful in my planned 1943 Tunisia games. (Converted PSC truck, diecast gun and AB crew)

 Additional Fire Support Assets: Stuka, what else? (Hobbyboss kit)




























Tuesday, 6 June 2017

LAST STAND AT THE KONIGSGARTEN, GAME 7

The final installment of the Konigsberg campaign… it’s game 7, and the last Germans in the city are dug-in in hedgehog defence around the Konigsgarten, under which (actually the Opera House I believe) was General Lasch's command bunker. It would be a mini pre-run of Berlin and the Reichstadt.

The scenario was Das Hexenkessel, with the Germans almost surrounded. They were well dug-in, in trenches with barbed wire across the gardens, with 2 fortified buildings (the Opera House and the University building - both also objectives). These also had cellars, very good against IDF. There was only a single StuG III still rolling, and an 88 plus loader team dug-in too. The infantry were mostly Volksgrenadier with some auxiliary Volkssturm as well. Their rather feeble morale was backed by all three special rules to boost it, ‘To the Last Bullet’, ‘Backs to Berlin’ and a Field Gendarme team. They all gave the Germans +11 BR!! They were determined to fight to the very end.

Here was my strike force, something a bit different, very good assault pioneers infantry and my JS-II platoon, heavy tanks (there first ever roll out as a full platoon). I would use my on-table 122s for direct fire to bring down buildings. The infantry platoon's job was to pair-up with the pioneer squads, they would lead (ie take the hits and pins) and the pioneers would follow-up, use Reserve moves to get close and then unleash flame-thrower naughtiness! No off-table artillery, points did not allow anything but medium mortars, way too feeble in a city fighting and this was an experiment… to go in hard with the infantry supported by big-ol' 122mm HE from the howitzers and tanks. Mostly though, it's models that needed tabletop time.




Pioneer Assault Platoon    
JS-II Platoon - 5 tanks                  
1 Supply Truck                
122mm Artillery battery - 2 guns   
ZSU-37        
Inf Platoon       
FHQ                      
IL-2 Timed Strike                
Totals  750 points    40 BR    4 off, 0 scouts


Time to finish this…

After deployment the game started badly, for me… first ambush fire killed 1 artillery man on the 122 gun facing the Opera house, (with the mission of making sure Wagner was never heard here again). The rest of the gunners ran! Cowards. Plan down the pan in about 5 seconds.

Then the other gun made up for it. 2 hits on the university building and then 3 sixes for structural damage brought it down! Boom!! 4 German squads were wiped out in the collapse, MG team, stretcher party, HJ AT team (all those Panzerfausts). Ouch! After just 2 orders, we both already had 4 counters each… this wasn’t going to last long.

In the end the game lasted about 3 hours. Hard fighting at close quarters, my flamethrowers did the business and wiped out 2 German rifle squads (the Volkssturm didn’t sign-up for that treatment). The JS-II arrived to support and I went for surrounding the enemy, rather than one strong attack, making the most of the scenario’s deployment rules. I lost one JS-II to a Panzerfaust strike, but the others all did good work. The first hit and destroyed the 88 after its frontal armour had survived the incoming ambush fire. Two others hammered a trench line and wiped out the men inside with 122 hits… the last man was pinned and fled. The final JS-II got into a prolonged duel with the StuG, which bounced 4 shell impacts off its frontal armour… get in… so nice to survive German AP shots for once. It’s return fire missed and it ran out of ammo, including using HE shells at the StuG. But when the re-supply truck arrived, it re-armed and the next shot vapourised the last AFV in Konigsberg… German counters were building fast…

My Sturmovik timed strike arrived, buzzed the gardens, but was driven off by small arms fire on ambush, drat! The pilot flew off to find an easier target. My infantry, on the roof tops, shot-up his supply wagon, killing all the horses and one squad moved up to grab the big pile of rubble which had been the university objective, and then my ZSU-37, in a very rare outing, finished the game, its 37mm cannon wiping out a Volkssturm machine gun team in a blaze of fire. The last Germans had had enough. The white flag was flying over the Opera House. General Lasch emerged from the cellar to find JS-IIs parked on his lawn, literally.

It had been short and brutal, merciless from the Red Army, but like two boxers slugging eachother in the face. Even so, my BR counter total (amazingly, I can find 4s with monotonous regularly) had reached 37 from 40, so it was close. The Germans had broken at 41 (with their +11).

It has been a top campaign, the 3 VPs for the Russian win makes the campaign victory points stand at Germans 8, Russians 7… close, but the German’s squeaked it… winning 4 from 7, with 3 Russian wins. We have glutted ourselves on FotR goodness, I really love the feel of these games over 1944.





Sturmovik's eye view of the Konigsgarten and Opera House before German deployment 

 Germans deploying, making a mess by digging up the park. 

The objective, command bunker/Opera House... bit wierd, but that's how it was. 

 122 howitzer abandoned after first ambush fire shot of the game. 

 StuG vs JS-II, the mismatch. 

JS-II wins... but it made hard work of that, mainly due to lack of ammo. 

 Not this one, roof top Panzerfaust... err, watch out for them. 

88 in the park. Dug-in with loader team, a tough nut. Unless it rolls a 1 for morale and auxiliary gunners all do-one!  

 The JS-II claiming that kill, having worn an 88 shell of the front armour... nice! 

German Senior Officer, co-ordinating the last stand from the Opera House, they're not playing Verdi tonight!

JS-II clearing the trench line (there's nobody left in it). 
Infantry have the building, a second objective. 

 Bit of battlefield wreckage...

Bringing the gardens under HE fire...

Endkampf... Herr General Lasch, the Red Army is parked outside, they'd like a word! 





Time for a change of scene now. Maybe away from WWII for a few games… I hear the bugles call for some Longstreet ACW action… or maybe my Romans are due a few battles in Solders of Rome (coming one-day).