Thursday, 4 July 2019

The Road to Stalingrad – Turns 12 to 13 (The End of the Road)


TURN 12 (Map 7, Afternoon 22nd August, 1942)

At the start of the campaign we had been required to choose four maps on which to establish our defence. Map seven was not one of them.


Map Seven




Comrade,

The Fascist vipers have reached the industrial area of your corridor. They have not paused and continued onto the centre of Stalingrad.

There have been no more reinforcements to your corridor.

Time to fight for Stalingrad!

Yours,
Comrade Svinovoda
On Behalf of the SNADK

TURN 13 (Map 8, Morning 23rd August, 1942)

Our final defence would be on map 8 within the ruins of Stalingrad itself.

Map Eight

The terrain consisted largely of ruined buildings. The buildings were classed as hard cover and also blocked line of sight. Everything else, except the road, was light cover.

Stalingrad - the shell holes and circular templates represent ruined buildings


In the patrol phase we tried to establish defensive positions across our whole front and allow ourselves plenty of table depth to withdraw into. We were largely successful in these objectives but also managed to confine the Germans to the far quarter of the table.

For this, our final fight, we had a full Guards platoon plus an extra section and a T34 in support. We had also chosen to use a single minefield on this table. This we positioned around a ruined building next to the German right flank Jump Off Point. We figured that particular building was the key to gaining fire superiority on that flank and wished to deny its use to the Germans. During the course of the campaign we had also discovered that minefields attract German pioneer teams like flies. Sure enough the German’s first deployment was a pioneer team. This didn’t particularly bother us, as every phase / command die used in clearing the minefield simply bought us more time to build up our CoC dice.
As it happened, Comrade Utterthwaite suggested that we deploy our sniper which we duly did. Finding a line of sight on this crowded table was problematic but we did find a suitable position on our far right flank.

Pioneers under fire


This came as a shock to the Germans who promptly shifted their pioneers towards the flank to avoid the sniper fire. However, in their panic they did not appreciate that we now had a clear shot at them from our left flank position. The resulting fire from our supporting rifle section eventually wiped out the pioneer team.

The Pioneer's demise



The next stage of the battle consisted of several squads, on both sides, seeking fire positions in the ruined buildings. Our sniper was a real asset here as, realising that their rightmost squad was under sniper fire, the Germans moved a whole squad into cover behind a building. It remained there most of the battle until it eventually moved one team back in to the building, leaving the other team on over watch to deal with the sniper. The net result was that our single sniper dramatically reduced the available German firepower for the whole game. Job done!


Firing house to house


Eventually the Germans brought on a tank to break the deadlock. We replied by countering with our T34. Thankfully, this time, its aim was good. In fact we hit the tank time after time consistently scoring 3 or 4 hits. Unfortunately, the Germans consistently rolled 4 saves (out of 6 dice – I demand a recount). The tank battle went on so long that slowly but surely we knocked bits off it – it should have been quicker but the Germans rolled 1’s for damage every time. How many 1’s can you roll in a row? By the end of the game, the tank was immobilised, with no main gun, a dead gunner and several hits on the optics.

Knocking bits off German tanks


Slowly but surely we also whittled away at the German infantry until they were left with a recon team and a senior leader. Incredibly their Force Morale was holding – it was those 1’s again!
By contrast our whole platoon was on the advance. A good shot from our anti-tank rifle team saw the German recon team forced to debus and cower behind the halftrack. Unfortunately, here they came under enfilading fire from our rightmost rifle squad and were wiped out to a man.

The final blow


That signalled the end of the game and a decisive victory for the Soviets. I’m not sure if that was also victory in campaign terms but we awarded ourselves medals in any case.

Heroes of the Soviet Union


So a fitting end to a great campaign. Many thanks to the Beastly Hun who played the campaign in good spirit and a gentlemanly fashion – even with those suspicious dice rolls!
Special thanks go to Comrade McG who put the whole thing on. Sitting out for the whole 6 months was especially heroic. Beyond the call of duty mate!











The Road to Stalingrad – Turn 11 (Empty trenches and wet feet)


TURN 11 (Map 6, Morning 22nd August, 1942)

After the previous day’s attack the Germans were back for another go and apparently sticking to their well-tried formula of establishing a base of fire in the farmhouse and bringing on armour support.
We replied by deploying our anti-tank gun, risking the inevitable return fire but felt it was necessary to get in that all important first shot. Unfortunately – we missed.


Here we go again -can the heroic anti-tank gunners save the day


As expected, the Germans replied by calling for mortar support; which arrived on target at the first attempt. This was bad news for us as not only did it blanket our anti-tank gun but blocked access to the anti-tank ditch and closed down two of our jump off points.

Feeling secure behind their barrage, the Germans then deployed a squad on our right flank near the railway line.

Damn those mortars and the marsh mallows of doom

With only one remaining Jump-Off point we had little option but to deploy a squad, along with the platoon sergeant, from the farmhouse. In subsequent turns we moved rapidly to the right flank where we took cover along the river bank.

Run for the river lads!

From here we could target the flanking German squad whilst it was in the open, and causing some serious damage.

Eat lead Fritz!


Without a senior leader on the table none of this would have been possible as our dice rolling was atrocious.

A typical command roll


That said, as soon as we got the chance, we deployed a second section along the river bank to cover the anti-tank ditch. For their part, the Germans moved their flanking squad out of line of sight behind the barrage and brought up support in the form of the tank plus a half-track.

Now we can see again - oh look Germans!


Unlucky for them the barrage ended, with the Russians also gaining another phase. The Germans did spend a CoC die to continue the barrage but we then countered by playing our only CoC die to end the turn again. However, this brief continuation of the barrage denied us the opportunity to take advantage of our double phase but in subsequent phases we were able to deploy a squad into the ditch and open up on the unfortunate Germans.

Vengeance is mine

Although we did destroy the Panzergrenadiers on foot the ditch position was being threatened by German armour. We had several attempts at hitting the tank with our anti-tank rifle but this was a difficult shot over the mound of the ditch. In desperation, for the first time in the campaign, we brought on some supporting armour in the form of a T34.

Aim damn you


Unfortunately, we discovered this particular tank crew were unable to hit a barn door! To add insult to injury the return fire, although achieving no net hits, obliged us to reverse D6 inches – off the table!!!
During this first stage of the battle we had largely been spectators, forced to wait and take it on the chin whilst we awaited the end of the barrage. In the following stage we were again reduced to the role of spectators as the Germans rolled the most multiple phases in a row that I have ever seen in a game – I think they rolled five or six consecutive double sixes. This allowed the Germans to instigate a full on advance, with their full platoon, towards the anti-tank ditch.

Swarms of Boche

With our Jump off points closed down, there was little we could do in reply but we did manage to deploy our sniper team on our far left flank. From here they could target the German light mortar team; who eventually broke.

Vasily to the rescue

The remaining German infantry took up fire positions in the ditch but by now we had established a second defence line with two squads along the river bank and a third in the farmhouse. Although both sides were now in hard cover, the Germans were decisively outgunned and at one point all their junior leaders were out wounded.

A bad day to be an NCO

From this point on it was largely a battle of attrition and the Germans were down to a single functioning MG team and a Force Morale of only two. Incredibly we outnumbered them and were holding out with a Force Morale of about six.

Firefight

Unfortunately, a lucky shot wounded the Junior Leader in the farm house and inflicted enough Shock for them to break. The squad fled from the farm house onto the road bridge, with our Force Morale dropping to four. The beastly Hun, sensing an easy target, then focused all their fire on to the fleeing squad – killing them all including the junior leader. Two more rolls on the bad Things Happen Table and we were suddenly down to zero. Game over!
Well what can I say – we were robbed! Oh well it’s on to Stalingrad then.





Friday, 10 May 2019

The Road to Stalingrad – Turns 9 & 10 (The Trench)


TURN 9 (Map 5, Morning 21st August, 1942)
After our heroic defence of Map 4 it was onto Map 5 and another chance to throw back the invaders. We had been promised reinforcements if we could hang on long enough and we had clearly bought enough time to be joined by another infantry section.

Comrade,
We are slowing the fascist viper down in your sector. The job is far from done and there is much still to be done. To your work.
A Workers' Otdyelyeniye (section) will be with you by this afternoon. You may allocate then to any map you wish.
Yours,
Comrade Svinovoda
On Behalf of the SNADK

Postulating that the cut up terrain and restricted lines of sight on Map 5 would make an extra infantry section useful we chose to deploy the reinforcements here. We already had a Red Army platoon supported by an infantry gun positioned here behind mines and wire.


Map 5 - the battle that never was

Alas, it was not to be…….

Comrade,
After the spirited defence of Map 4 the Red Army Vzvod, including the Workers Otdyelyeniye, defending Map 5 has surrendered without a fight. 
Yours,
Comrade Svinovoda
On Behalf of the SNADK

So in fact our next line of defence would be Map 6 and the river crossings.

TURN 10 (Map 6, Afternoon 21st August, 1942)

Map 6 - the river crossings


Here we had previously ordered the construction of an anti-tank ditch and, with little cover on this table, we aimed to get our jump off points in the ditch with a fall-back position in the farm house.

The Russian position 
 We also mined the farmyard on the German table edge, reasoning that this was an obvious fire position for the enemy; much to the consternation of the Germans as they had placed one of their Jump-Off Points there.

Russian obstacles

However, the Germans did have the forethought to bring along two pioneer teams; one wire team and one mine clearance team. Naturally, these were the first troops they deployed and spent the early part of the game attempting to clear the farmyard of obstacles. Whilst they did eventually clear the mines we were content to remain hidden and the delayed attack allowed us to build up an impressive number of CoC dice.
Once the mines were cleared they began their attack in exactly the same way as the previous four games; namely establishing  a base of fire in the farmyard before bringing on a tank.

German attack begins

We countered by deploying an infantry section into the anti-tank ditch, to draw their fire, before deploying an anti-tank gun.

Heroic Anti-Tank gunners


There then followed an impressive bit of shooting from Comrade Uttherwaite on the Anti-Tank gun – five hits no less! 

Good shooting Comrade!

The Germans managed to save two of these but, with three net hits, it was curtains for the unfortunate panzer.

Another one bites the dust

In desperation the Germans then deployed an infantry section, in the open, on their left flank. We countered by deploying a second section into the ditch and a sniper in the farmhouse. The use of a CoC dice to interrupt the next German phase also gave us a well-timed second shot at the faltering panzergrenadiers.

Russian Firing Line


The grenadiers in the farmyard were now down to one man and the section in the open close to collapse. German Force Morale had also plummeted to a mere five.  Furthermore, as we still had a plethora of CoC dice at our disposal the Germans decided that the best course of action was to retreat.

Death of a Panzergrenadier
So, incredibly another win for the Russians. It appears that their win of the previous week had gone to the German's heads and they had forgotten the hard earned lessons of the previous games. However, it has to be said that their ‘tactical advisor’ (von Allan) was also absent this week – just saying!







Saturday, 4 May 2019

The Road to Stalingrad – Turn 8 (The 5th Panzer Tank Park)

TURN 8 (Map 4, Afternoon 20th August, 1942)

After the surprisingly quick game, which consisted of the third German attack on our position, the next game was to be rather longer. In fact it lasted three evenings at the club and was a real humdinger; hence this will be a long post.
If it wasn't the best game of CoC that I have played it was certainly up there with the best and it was definitely the hardest fought game of the campaign so far.
The Germans certainly got their act together for this attack and brought lots of toys and tricks to the party. Hence, we saw: a pregame barrage, an in-game mortar barrage, tank support and lots of half-tracks. More importantly they coordinated everything this time.
From a Russian perspective, there seemed to be a massive amount of support for this (the fourth) attack. Every time we thought that we had beaten the Germans back a new tank and / or half-track would roll onto the table.
The game was also notable for a very heavy use of Chain of Command dice on both sides. Throughout the game we saw CoC dice being used to: Interrupt, End a Turn, Move a Friendly Jump-Off Point, Avoid taking a Force Morale Test and Keep a Mortar barrage firing. The only things we didn't do were Relocate a Sniper (we didn't have any) or Ambush (more of an option for the defender but we only had 1 team).

At the end of the game the German CinC was decidedly twitchy (just shout INTERRUPT! in his presence and see what happens!). That said, in the post-game pub visit, both sides were pretty knackered but also a bit euphoric - the Russians for having put up such a stout defence and the Germans for eventually cracking the position.

The game can really be divided into two parts that each had a very different character:
1) The advance to the hedge line
2) The fight for the wood

Part One  - the Advance to the Hedge line.
The Patrol Phase was very similar to the previous games (there aren't many variations on a theme with this terrain). Once again we placed two Jump-Off Points behind the hedge and one in the leftmost wood. The Germans employed a pregame barrage so it was going to be difficult for us to deploy.
As expected the Germans began by building a base of fire in the farmyard and putting a Panzergrenadier squad on to overwatch. Very early in the proceedings they also called in a mortar barrage which blanketed our central Jump-Off Point. They also began an advance across the field with a tank. 

The Armoured Spearhead

The advance was to be slow and steady, if only because the Germans rolled an inordinate amount of 5s and 6s throughout this stage of the attack. So although they never had enough command dice to activate more than a couple of units at a time they were getting multiple phases and building up a reserve of CoC dice at a rate of knots.
On the other hand the Russians rolled mainly 1s and 4s in this early stage; there was little they could do in any case as one deployment point was masked by the barrage and the hedge line covered by the Panzergrenadiers on overwatch. We decided to wait it out until the barrage ended.
Eventually, we had accumulated enough 5s to get a CoC dice but couldn't end the Turn (and hence the barrage) as the Germans also had a CoC dice and would simply use it to extend the barrage. However, the Germans eventually rolled three 6s and so the Turn ended, forcing them to spend their only CoC dice on keeping the barrage going. Excellent we thought (rubbing our hands together in our best Mr Burns impersonation), we will spend our CoC dice to end the Turn again whilst they have nothing to extend the barrage. However, they immediately rolled for the next phase and exclaimed, 'oh look two more 5's - we get another CoC dice'. Expletives deleted was the stony response from the Russian side! Oh well at least the pregame barrage had ended.
The German tank was now getting uncomfortably close so we took the risky step of deploying a section to draw the fire from the Panzergrenadiers, on overwatch, and then deploy an Anti-Tank rifle team. Well we certainly drew their fire (ouch) and even managed a hit from the Anti-Tank rifle - which just bounced off. However, we were then stuck there for several phases as we didn't roll the right command dice to allow them to move. Net result - one destroyed Anti-Tank rifle team and a severely shocked rifle squad.

The Short Life of a Russian Pea-Shooter

Under cover of the barrage and supporting fire from the farm a half-track sped across the field to support the tank.  As the Germans tank moved up to the hedge line our defending rifle section broke and retreated deeper into the wood; we spent a CoC dice at this point to also pull back our Jump-Off point.

Germans Take the Hedge-line
The tank then attempted to cross the hedge and push into our position - only to get stuck crossing the hedge!

If only we had some sort of anti-tank weapon! 
Part Two  - the Fight for the Wood
 Unfortunately for us, the tank did eventually break free after several attempts, bursting into the wood. What’s more a second tank now deployed from the German baseline. Fortunately, we were screened from its fire by the barrage - that is until the Turn ended and the Germans declined to extend the barrage. We deployed our anti-tank gun in the wood on our left flank to guard against this second tank. 

German armour penetrates the woods - leaving supporting infantry behind

Meanwhile we pulled back our infantry deeper into the woods. Our intention was to regroup around the anti-tank gun but when we observed the tank pushing further into the wood away from its infantry support we decided to counterattack. Sensing it was in danger, the tank pulled back away from our infantry. However, we had successfully distracted the Germans enough for us to wheel our anti-tank gun into a flanking position. We then spent a CoC dice to play an interrupt, in the German phase, to get the first (flank shot in). Unfortunately it bounced off! In reply the Germans turned face on to avoid the flank shot. We shot again in our phase and again in the German phase (another interrupt) but they kept on bouncing off the armour. By now the anti-tank gun were under fire from a German recon team but were being protected by one of our own infantry squads.

The Fight for the Wood
However, we successfully moved an infantry squad into contact with the flank of the tank and planted a satchel charge - BOOM! Not only did we take out the tank but the German recon team also broke and fled across the hedge.

The Russians Fight Back

This allowed us to move our anti-tank gun back to its original position to deal with the second tank which was now closing on our position. There followed a duel lasting many phases in which the anti-tank crew were gradually whittled down by HE until only their Junior Leader was left. We did manage to knock out the tank's hull machine gun and inflict multiple Shock points but unfortunately they were able to recover from this. Eventually the Junior Leader was hit and knocked out until the Turn End. We then waited until the right moment and then ended the Turn, with a CoC dice, to regain our Junior Leader and get another shot off with our anti-tank gun. A brave attempt but the tank finally prevailed killing the heroic ant-tank gunner.
With our anti-tank defences neutralised we needed to deal with the Panzergrenadiers in the wood so we switched our efforts in to putting our whole platoon into an attack against the Panzergrenadiers. There was a time pressure here as the Germans had called up there reserve squad which were now advancing rapidly across the field, whilst their Senior Leader rallied the Recon team. Not only that but a fresh squad in a half-track were also speeding across the field. However, in their haste to reinforce their position the half-track bogged down in the field.
Advancing against a Panzergrenadier squad, with two LMGs, is bad at the best of times but we came under crossfire from the reinforcing squad and HE from the tank on the flank. However, we did break the Panzerrenadier squad in the wood but lost so many men doing so that we had to form an ad hoc squad formed from 3 surviving Junior Leaders led by the Senior Leader, all armed with SMGs. We then spent our last CoC dice on an interrupt to attack with this ‘SMG squad’. We really did think this was our last roll of the dice but remarkably our ‘SMG squad’ survived another 3 or 4 phases before bring virtually wiped out.
So we had almost fought to the last man but we did force the Germans to attack four times over two days to take our little field! As an indication of the effort involved in this attack we counted 3 tanks and 6 half-tracks on the field at the end (not counting the tank we forced off table in a previous attack). Over half of these were knocked out, bogged down or otherwise abandoned.

The 5th Panzer Tank Park - vehicles collected from the field