DAY 2 – DEFENCE LINE VARIANT
Day 2 of the campaign weekend in 2015 comprised 1 game with a different scenario. Here is the brief we'd all been given before the weekend:
SITUATION REPORT:
The German pincers are closing on Lokhvitsa itself, were they will link up and surround the troops holding Kiev. If they succeed, the defence of Kiev is doomed. The Russian have quickly dug-in in the area and must now make a last-ditch defence of the Lokhvitsa area.
Scenario Type:
Attack-Defence
Scenario Size: 450pt Platoon game.
Scenario Size: 450pt Platoon game.
TERRAIN:
The terrain will be provided. You will be assigned a random table to play on. Please do not adjust the terrain.
The terrain will be provided. You will be assigned a random table to play on. Please do not adjust the terrain.
VICTORY:
The side that loses all its BR is defeated, and his opponent wins. In the event that neither side has broken, the side that is closest to their break point has lost. Inform the referee of the size of the victory (see Briefing), Massacre, Solid, Marginal or draw.
The side that loses all its BR is defeated, and his opponent wins. In the event that neither side has broken, the side that is closest to their break point has lost. Inform the referee of the size of the victory (see Briefing), Massacre, Solid, Marginal or draw.
MAP: See
deployment map on page 174 of Battlegroup Kursk.
DEPLOYMENT SEQUENCE:
1. Place Objectives
Place two objectives. The Russian player places an objective anywhere in the frontline zone. The German player then places a second objective anywhere in the Russian player’s third of the table (beyond the frontline zone). The Russians cannot win an ‘all objectives secured’ victory, but the Germans can.
Place two objectives. The Russian player places an objective anywhere in the frontline zone. The German player then places a second objective anywhere in the Russian player’s third of the table (beyond the frontline zone). The Russians cannot win an ‘all objectives secured’ victory, but the Germans can.
2. Place any
Pre-Registered Target Points and Timed Barrages
Both sides should note down where their pre-registered target points are (if they have any). They should also note down the location and turn for any timed barrages or air strikes. Also, remember to chose ammo for your armoured vehicles.
Both sides should note down where their pre-registered target points are (if they have any). They should also note down the location and turn for any timed barrages or air strikes. Also, remember to chose ammo for your armoured vehicles.
3. Determine Initial
Defenders
The Russian defenders must place all his Defences (those chosen from the Defences section of the army lists) in the frontline zone (the central third of the table). In addition to his defences he must also places 3D6 units, freely chosen from his battlegroup, in the frontline zone as his initial defenders. A D6 of these units may start the game on Ambush Fire.
The Russian defenders must place all his Defences (those chosen from the Defences section of the army lists) in the frontline zone (the central third of the table). In addition to his defences he must also places 3D6 units, freely chosen from his battlegroup, in the frontline zone as his initial defenders. A D6 of these units may start the game on Ambush Fire.
4. Determine Initial
Attackers
The German attackers must place all their Reconnaissance units (those chosen from the Reconnaissance section of the army lists) up to 10” from his board edge. In addition to his reconnaissance units, he must also place 2D6 other units, freely chosen from his battlegroup, up to 10” from his table edge.
The German attackers must place all their Reconnaissance units (those chosen from the Reconnaissance section of the army lists) up to 10” from his board edge. In addition to his reconnaissance units, he must also place 2D6 other units, freely chosen from his battlegroup, up to 10” from his table edge.
5. Out Scouted
The side that is out scouted must take a counter.
The side that is out scouted must take a counter.
6. Attacker’s
Reinforcements
Any units not deployed at the start of the game are the attacker’s reinforcements. From the start of turn 2, 1D6 units arrive from the German player’s table edge. Roll at the start of each German turn until all his forces are on the table.
Any units not deployed at the start of the game are the attacker’s reinforcements. From the start of turn 2, 1D6 units arrive from the German player’s table edge. Roll at the start of each German turn until all his forces are on the table.
7. Defender’s
Reinforcements
Any units not placed in the frontline zone are the defender’s reinforcements. From the start of turn 2, 2D6 units arrive from the Russian player’s table edge. Roll at the start of each Russian turn until all his forces are on the table.
Any units not placed in the frontline zone are the defender’s reinforcements. From the start of turn 2, 2D6 units arrive from the Russian player’s table edge. Roll at the start of each Russian turn until all his forces are on the table.
8. First Turn
The Germans are attacking and get the first turn.
The Germans are attacking and get the first turn.
Notes:
The game is played along the length of a 6x4 table.
The game is played along the length of a 6x4 table.
The weather is fine and sunny, so do not roll for weather,
aircraft will be available all day as normal.
There is no free initial bombardment in this version of the
scenario, only what the player has taken as part of his battle group.
The impartial referee(s) has the extra reserve forces. The
Russian’s 3 KV tanks and the German’s 4 timed Stuka attacks will be assigned to
tables randomly.
The Forces
GermanI tooke the same force as Day 1 see German Panzer Div force
Soviet
Pts | Forward HQ (L,AFS) | BR | Men |
22 | FHQ (MS) Jeep i | 3 | 3 |
Pts | Infantry (R,E,S) | BR | Men |
47 | Reserve Motor Rifle Platoon i | 5 | |
Cmd (Aux) | 3 | ||
4 x Squads 1 DP Lmg (Aux) | 32 | ||
18 | Maxim | 1 | 3 |
47 | Reserve Motor Rifle Platoon i | 5 | |
Cmd (Aux) | 3 | ||
4 x Squads 1 DP Lmg (Aux) | 32 | ||
18 | Maxim | 1 | 3 |
Pts | Tanks (R,E, L, S) | BR | Men |
72 | T26 Plt 5x T26 (Stal!) i | 10 | |
8 | T35 | 1 |
Pts | Recon Units | BR | Men |
15 | Sniper and spotter v (30-40 hit 6) | 1 | 2 |
Pts | Artillery (AFS) | BR | Men |
87 | Hvy Mortar Battery 120mm x 3 i | 2 | 9 |
16 | FO jeep (Art spotter) i | 1 | 2 |
Pts | Defences | BR | Men |
45 | 3 x minefields | 0 |
Pts | Spec Units | BR | Men |
54 | AT gun battery 3 x 45mmL46 horse tow | 3 | 9 |
Total Points | 449 |
Total BR | 33 |
Officers | 0 |
Scouts | 1 |
The Game
This game saw me playing against my old mate and long term gaming companion Guy. Since I'd moved to distant parts we hadn't gamed for a year so it was good to face each other again.
I won the recce round so first BR counter for Guy. Ironically the use of snipers to boost your recce was a trick I'd learnt from him. |
Guy's HQ occupies the church |
First casualty to Guy using his AT guns. |
I pin some infantry |
I pin some more infantry |
Guy takes BR counters and unpins them |
Guys mortars pin my 88 |
Guys MGs devastate my infantry |
I get back to pinning units |
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