More FoB ww2 action, with a Ukraine 1941 scenario based upon scenario#1, in the 1994 published scenario book for Clash of Armor - 'PanzerKampfe'.
This scenario was a little unique, in that I had a chance to pitch each force at either end of the command/sequence deck spectrum.
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'Hans...did you invite the bloody bridging unit again???' |
The Soviets outnumber the Germans by 2:1, but have a poor sequence deck / command ability, thereby terrible rallying capabilities, and a sequence deck full of stoppages/initiative transfers (lulls) and poor co-ordination.
The German force is highly mobile, but lack reserves if it all goes wrong. Their sequence deck is 'superior'.
The scenario is semi-fictional, and involves 9th Panzer facing off against elements of the 19th Tank Brigade and 32nd Infantry Division.
A nice game, and quite tense and close as usual, despite the vagaries of Soviet inflexibility; when they could get going - they were heavy hitting.
The scenario took place around the towns of 'Karatin' and 'Dvinsk' with Germans attacking a rapidly waking Soviet force to the north.
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German Recce heads north on the German right along the Tokman / Dvinsk axis |
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German reserves in Karatin |
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Soviet 24th Tank Brigade elements at the collective farm estate |
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German assault on the Russian right, at the farm |
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9th Pz attempts a wide flanking movement - it is stopped temporarily, though poorly commanded Soviet light tanks are no match |
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Time to wake up the Russian heavies |
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Right hand battalion heads north - right up the middle |
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The battle for the farm lasts all day |
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Recce spots most of Russian Infantry and armour in the open - inevitable artillery strike |
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The KV2 could be menacing, if it can get going |
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Soviet infantry rushes from the left to the centre, where the situation remains very confused |
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Soviet assault on the German left. The recce battalion hunkers down in Dvinsk, which costs them dearly during the Soviet assault |
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...though they do last for a few rounds , causing much damage to Soviet troops in the open |
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The fight for the collective farm |
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Soviet assault on the left, and desperate fighting on the right |
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...though the Germans have an ace...or a Stuka...up their sleeve |
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Germans choose to reinforce Dvinsk with an infantry battalion - continuing to bleed the Soviet assault dry |
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...as Panzer battalions wreak havoc amongst the Russian armour |
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A second German assault on their left flank, starts to pay off |
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Russian forces pushed back again and again at Dvinsk |
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...the KV2 out out of action due to accurate fire from the ridge-line |
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more devastating incoming German artillery with targets in the open |
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The Soviets get the best of the fight for the farm, after repeated close assaults |
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As the afternoon starts to draw to a close - fires in the battered Dvinsk |
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...it is close to the night turn, but Russian morale is shattered |
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...and they fail their first test |
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...all over, but again, a very tense game - this time outlining the range in the rules, of tests and card draws, highlighting differences between well commanded troops and a less than effective force. Another great game. |
Not my period at all, but very much my rules; glad to see they gave a great WW2 game!
ReplyDeleteMany thanks sir. Yes, I am planning many outings with FoB ww2 and FoB3. I have many AWI battles lined up, but also, now that I have finally obtained some Minifigs 25mm Napolenic Austrians, a certain scenario book that I enjoy is calling to me - i believe it is called 'Blunders on the Danube'. :)
DeleteYou are on a roll with FOB WW2 and great to see it in action.
ReplyDeleteSome FoB3 action also on the cards. FoBww2 is by far, hands down, the best designed ww2 game that I have seen. Elegant, positioned at the Goldilox (just right' level for ww2 I believe. A 3 hour game for a major action; push out the table a little, add units so that the morale deck is around 30, and you have a 5-7 hour game. Even the hacking of the rules is easy.
DeleteRecon rules are elegant and make perfect sense, the turn sequence is quasi randomised based on the cards & biased by command ability, shooting is abstracted for all the right reasons, and artillery is designed 'to be used'; even the lulls work perfectly for poorer armies. It's hard to beat the package.
Excellent game and seemed like a realistic outcome for the era.....the Russians lasted longer than they might have done in real life?
ReplyDeleteThanks Ross - well truth be told we had a 'superior' force vs a 'poor' force (thereby affecting the card decks etc). Ideally it should have been 'excellent' vs 'abysmal', but it would quickly have not been a game :)
DeleteAwesome!!! Man, what a slugfest! I was expecting the Germans to run circles around the lumbering Soviets, but didn’t quite end up that way, and the German commander had to be shaking in his boots seeing all those KVs and T-34s! Great stuff, Darren!
ReplyDeleteV/R,
Jack
Thanks Jack - see my comment above re. the force ratings. Having said that, when the Germans got initiative, stuff really happened fast. If and when Russians got moving, they could bring force to bear, but the German units would quickly counter-move and counter-attack. As a rule set it truly exemplifies that large, but out-commanded force, very well. That was part of the experiment today too. ...and yes, I was quite scared watching the KV1 and KV2 try to do things
DeleteGotcha man, and agree on all fronts! A helluva game, looking forward to more; I’m probably wrong, but it feels like you’re usually a NWE-kinda guy, don’t see much Eastern Front fights, but you’ve certainly got the forces for it! I’m finally getting my old Kampfgruppe Klink campaign rolling again, this time into Barbarossa.
DeleteV/R,
Jack
Well I do have a ton of Russian stuff in 20mm, though it never gets on the table. Actually, I did work out a Prokhorovka scenario for FoBww2 - it has 18 x T34s. I have just enough ;)
DeleteLooking forward to Kampgruppe Klink!!!
You are a wargaming megalomaniac!!! My kinda guy ;)
DeleteV/R,
Jack
Great looking game again Sir. Vicious Nazi Empire attacking Ukraine, who'd have thought?
ReplyDelete