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Monday, 3 July 2023

Rückzug campaign: Eastern Front. Game three

 

Game 3 of the East Front Rückzug campaign. After pulling back in relative safety in the first game, and giving the Soviet pursuers a bloody nose in the second, the Germans are prepared for another Soviet assault.


This means an attack and defend scenario which aims at whitling down the enemy force morale. Pathetic rolling on both sides resulted on frce morales of 8, but this mainly benefitted the Germans, because of the voluntary withdrawal option in the campaign rules. Arvid again led the Germans and Jasper the Soviets, with me handling rules queries, social media and occassional tactical advice to Arvid.


Having won the last game the Germans roll 3 D20s to determine their added support. This results in: a roadblock, 4 riflemen and another 50mm mortar (unknown to the Soviets at the start of the game). The extra riflemen are added to the existing squads. Replacement squad leader of first squad still hasn't earned full respect from his team after last game.



The Russian tank driver platoon had been mangled in last game with two weakened squads remaining and a replacement squad leader who needed to show his mettle. On the other hand support was pretty good with 3D6+6 resulting in 17 support points. Jasper decided on a T34/85, a SU-76 and a Dshk, which the Germans were to find out.

 



Both sides tried to flank each other during the patrol phase, with both pushing on their right flanks. 

 



This exposed a German jump off point on their left flank, and this was to be the spot around which most of the battle revolved.

 



First roll of the day by Jasper resulted in 3x6 which meant end of turn. (if only he'd spent support points on pre game barrage!). Then next turn an SU-76 appeared, followed by a Dshk. Just waiting for a German to stick his head out.




More Soviets entered the table and tighten the noose.


They get targeted by two 50mm mortars. So far it's only a nuisance



Well then... Jasper showed his hand as a T 34/85 arrived, plus another squad of tank riders. All encircling the exposed German jump off point on overwatch.




A German MMG appeared (although safely out of view of the Soviet armour) and started a duel with the Dshk. The Dshk got moral support from their Leytenant 

 



Dshk won the duel, killing 3 from the MMG team, which routed. German force morale dropped from 8 to 6




Pushing a scout team onto a German jump off point, they discovered a German squad in hiding. This meant close combat but the Germans were so scary (ie 4 times as many close combat dice as the Soviets) that the scouts routed immediately. Soviet force morale dropped from 8 to 6.




But this exposed the German squad to overwatch fire from almost every Soviet unit on the table. They lost 2 men and suffered 4 shock. Pfew, muttered Arvid under his breath




The German team decided to live another day and pulled back in a hurry.



The Soviets reorganised to stop the fleeing scouts 

 


 

The Soviets pushed up, chasing the withdrawing German squad. 

 


 

Then, the German AT team popped up from the wheat field and discharged 3 Panzerfäuste into the side of the SU-76. One hit and blew up the SU. Soviet force morale dropped from 6 to 4 (for support KO and junior leader killed)


This is why it was vital that the Germans also pushed up their right flank during the patrol phase!

The German LMG team was wiped out, dropping force morale to 5.



And a tank rider squad moved up again towards the jump off point. At this point the Germans withdrew voluntarily (with the Soviet force morale at halfway), cherishing their remaining strength 

 


 

The table as the Germans filtered back into the rear. 

 


 

Arvid couldn't help remind Jasper after the game, that he could have used one of his two precious CoC dice to avert a "bad things happen" test. That would have made a considerable difference, forcing the Germans to hang around longer. I understand Jasper wasn't in the best of moods the rest of the day.

Although they managed to get put most of the force intact, one squad has been badly shot up, and the remaining MMG gunner and the sniper were lost in the retreat. The rookie junior leader has now been accepted by his squad.



Apart from the SU there were no Soviet losses, so they will start next game with a few extra returnees, while here also the replacement squad leader (although not even getting on table) has earned his stripes (or is it bars or stars in the Red Army?).

 


 

The Germans have 3 VPs now, so the pressure is on the Soviets to turn the campaign around. Next game will be a Delaying Action scenario with terrain including a river crossing. A set up for an epic struggle in three weeks time!