Saturday, 16 November 2019

Berezovetskoye Falls to Soviet Counterattack

Next episode of the Campaign around Ponyri Station with Steve's excellently co-ordinated Firestorm Campaign.

I had offered to use Field of Battle WWII, where units are companies, as this would help to settle a number of attacks simultaneously (and over a period of days if necessary) - though in this case, we had a decision after a  single (game scale) day's fighting.


The maps look complex, but to summarise.
  • Soviet attacks toward Berezovetskoye in order to guarantee continued supply (127th Guards Tank Regiment (KV-1s) and elements of the 57th Mechanized Brigade). Soviet AirPower also available IL2s, and heavy artillery.
  • Soviet attack toward Karpunevka.
  • German attack toward Kastenwald from North.

Shirokoye Bulotev was 'on table' but is being fought over by Steve's gang this weekend, with the perimeter battles affecting as required.



(Now if other battles have taken place with a different result, we can ascribe the result to faulty intelligence...)



FoB as usual is a good semi-grand tactical scale and uses simple command based mechanisms to ensure success, based on card deck and (my personal fave) opposed rolls to ascribe command, initiative, sequencing and effectiveness of results.

So being complete Geeks, Fitz and I drew a relatively complex overall plan:

It got complicated...

'Take your damned poorly drawn axis of attack off my battlefied sir!!!'

Berezovetskoye in foreground, with eastern objectives toward Kastenwald in the distance, with Ponyri in the middle. Shirokoye Bulotev is the segregated area to right. Hexes only used in this instance to delineate terrain.
The thrust toward Berezovetskoye
 

Artillery on both sides, we used markets plus a vehicle to remind us of assets.
Airpower at Berezovetskoye makes the difference prior to the assault.
German attacks at Kastenwald achieve considerable success early, further to the west.
German Recon used effectively.
Effective defence at Karpunevka.
Actually a threat of Soviet units being surrounded in a pocket between German defence at Karpunevka and units attacking from north toward Kastenwald.

But the Germans at Berezovetskoye face complete disaster.

Reserve at Ponyri.
Very effective defence at Karpunevka ...but I can hear planes in the distance.




Surrounded at Karpunevka, Soviet forces only saved by intervention of Red Air...
...which eliminates a Ferdinand company.
 
'Oh Hello.  Yes...I was wondering where the Luftwaffe might be? ...yes, I'll hold...'
Soviets retake Berezovetskoye dramatically...
 



Both sides have taken enough losses to force morale roll. Soviets fail the first, but have already taken Berezovetskoye and surrender at Karpunevka.

'So we won, no wait, we lost, no we won. Did we win?'


A great game - and very epic in terms of scope, allowing multiple battles to be fought.
Heavy German losses (battalion) at Berzovetskoye.
Successful attack/defence at Kastenwald/Karpunevka, with heavy Soviet losses/surrender there.

'There's mud on my face right? Just a little bit? Don't make it obvious, just give me a general idea of the particular spot where it might be.'


22 comments:

  1. Great looking battle and enjoyable action. How do you determine force composition and terrain for your battle? Is that dictated by Steve?

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    1. Thanks Jonathan.
      Steve's map give a general idea ref roads/woods etc. We have some leeway with regard to hill positions. Fitz and I just 'rolled for initiative' and put a few pieces down in IGO UGO style, but nothing major.
      The 'broad' force composition comes from Steve - normally in battalion outline, and I fill in the gaps form Rapid Fire / Field of Battle OOBs that I have.
      for instance, here, he gave me the regiments that were engaged.
      The map actually features a few divisions, but many forces will be engaged at his battle in Shirokoye Bulotev, which his guys will fight today.
      The armour that was victorious at Berezovethskoye in our game, may be able to affect that action later, so I have made him aware of it this morning (or this evening his time).

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  2. Lots more drama on the big table - looks great Duc.

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    1. Thanks Jack.
      Bigger scope this time, which means the smaller battles look smaller and are over more quickly, but as a wider part of the campaign, it creates real decision points.
      Love this level of battle and the unpredictability of FoB.

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  3. An interesting game, or should I say games as the action was spread over quite a large area. Always fun to see air support represented on the tabletop.

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    1. Thanks Peter - yes, that would have been three distinct battles in Rapid Fire. The advantage here is that reinforcements from one area can bleed over into the other, which has a more strategic feel.
      ...yes, it's been a while since the Sturmovik has been off the shelf and seen action...

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  4. Ah the one true set in action again :-)

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    1. Yep - gives the result over three smaller battles that dictate action in the more detailed one. Perfect for this level of campaign, and where it needs to influence a more pivotal battle if required.

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  5. Very cool game sir, the scale and scope of the action is great, I like the idea of troops that are victorious/ surplus in one area can move to reinforce another, with so much armour and mobility on the table this makes sense.

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    1. ...and of course 2mm, with airships and giant stomping machines also fits this level of battle... (see what I did there?)

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    2. cue my simple mind grinding.....

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  6. EPIC action, Duc! Your action really captured the scope of the battle and on one table looks really good and much more evocative of the titantic struggle at Kursk! Wow. I could only recreate this with microarmor. Well done, sir! Very well done! Alex is not going to be happy about the Ferdinands! But attacking is costly.

    PS Fulda will be next :)

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    1. Thank you sir. It has been an epic campaign.
      Fulda would be pretty epic too. I have the old SPI game if we need to compare maps.
      There is a translation for FoB moderns - and FFT3 I think could work well for smaller engagements.
      The guys over here would also be keen to do Spearhead I think.
      20mm for SF missions with 'stay behinds' always a possibility too.

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    2. I've got West Germans and Soviets in 6mm, let's get it on. I love Leopard IIs, just manly looking (the old ones, square sides, not the new, spaceship-looking ones). I'll probably use Cold War Commander.

      And that's a cool idea about the SF-missions, I can do those in 15mm.

      I'm working up stuff for North Africa, and don't forget Caen! ;)

      V/R,
      Jack

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  7. Okay you pretty much have me convinced :) on our side of the pond we can do the odd FFT action, of course there is also the old GDW team yankee, Alex's rules, cold war commander....

    I had better get to work on the map!!!

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    1. Haha - it's crying out for the same treatment sir!
      Let me know about that map if any trouble, I should have a few references.

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  8. My goodness, Darrin, that was quite a fight! Wow man, really good looking, with sweeping maneuver and great action. I know I've said it before, but at some point I'm going to have to get off my ass and actually get into Field of Battle to see what's what.

    V/R,
    Jack

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    1. Thanks Jack.
      It's a different scale of battle, so you worry less about ATGs and MGs, and have more of a focus on moving entire companies into blocking positions for instance. Works very well.

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  9. I really like these reports and pics, inspirational.

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    1. Thanks George - yes, it's becoming quite engrossing to play; you actually begin to worry about what's happening on distant flanks; very different when compared with our usual level of wargame.

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  10. Replies
    1. Cheers Ray. The whole campaign is hotting up now.
      This sort of campaign oversight that Steve would be doing would be great for something like the build up to Sedgemoor or a similar NYW campaign. Great photographs at warfare by the way.

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