Situation #3, Game 1 - Typical 1941 Mobile Action: The Battle of Vyazma

January 19, 2014

When I first set up Scenario 3, I was unable to determine a way to randomize the German offensive plan. In previous scenario plays, randomly choosing the board to enter on worked well. In this scenario, the three boards form a natural division, and I can randomize the Germans choice of attacks by choosing that the 3 hex lane must be cleared on either Board 1, Board 2, or Board 3.

This allows the Russians to emplace without knowing where the Germans are coming in, much like the Germans emplace in Scenario 1.

The key is that the Russians must set up first.

Randomly choosing for the Germans might also be a way to handicap.

Turn 1

Germans roll a 3, will attempt to clear 3 hexes, 1 of which is on Board 3.

The Russians have found out that parking a rifle unit in Adski pretty much takes it off the map for several turns, unless the Germans come straight up board 1.

Turn 2

Lots of positioning as usual.

Turn 3

The Germans missed a shot at 3:1 on a truck in the clear. That will be costly as that truck is going to tote a rifle company back. Also, the halftracks which unloaded infantry in a gully backed off way too far, and rendering them two turns from combat effectiveness instead of one turn.

The Russians took a couple of no effect potshots at open units, continue to position.

Turn 4

We're getting close to a slugfest. The Scenario 3 card states that this is a 1941 battle, hence the tanks should be considered PzKw III instead of PzKw IV. From the counter sheets provided by ImStrat, let's call them PzKw III G, with factors 8-3-6-8, significantly less powerful than the IV.

A good handicap for this scenario would give the German III G, factors 6-2-6-8.

The Germans took a few shits and tried a close assault, total whiff. In fact, neither side has yet rolled any damage to the other. The die hates both equally.

The Russians can't get a hit either.

Turn 5

Turns out one of the Russian rifle companies bailed out the gully into clear terrain in hopes that it would draw the armor out into clear as well. No such luck, the panzers can finish the overruns in protected locations.

German got a nice overrun, as just mentioned. Infantry is moving into spotting positions within a couple of turns. Everything is well-positioned to savage Gabyosh.

Russians find a German rifle platoon in the clear! This was not supposed to be a problem, as the Germans anticipated fire only from Grabyosh. But it turns out they're exposed to the 76 mm in Golod. And, Oh noes! the 87 mm mortar on Hill 129, with its paltry 3 AF, tips the odds from 2:1 to 3:1. Combined arms rules! Actually, it brought it up to 4:1 because I found another guards unit which could fire.

Turn 6

German 50 mm battery catches a couple of trucks in a gully. The battery is parked on the north end of Hill 107. There is a 4:1 sure kill on 1 truck, or a 2:1 dispersal for anything less than 6 on both together.

Germans got super lucky: 3 halftracks overran a Russian rifle company, 6:16 which is 3:8 which is 1:3 rounded, bump to 1:2 for overrun, rolled a 1 which is an X. Booyah.

Russian SMG company dispersed a stack of panzers, get some breathing room for Grabyosh now. Units are starting to flow in for reinforcement. One of the trucks was able drop a rifle company right behind some panzers, will be able to close assault next turn if the panzers decide to stay try for Grabyosh.

Turn 7

Germans not so lucky on overrun at 1:1, rolled a 6. Bummer, big time.

Russians rolling stupid good dice, 4 panzers dispersed!

Turn 8

Make or break for the Germans. They need to take Grabyosh in next 2 turns, and most of their firepower is dispersed right now. Grabyosh attack failed, needed to roll a 2 because town defense adds 1 to die roll.

Russians are just spanking the Germans. There must be something I'm missing about towns, because they are just really hard to crack.

Turn 9

Germans move pnzers to slope, finally. Duh. Still going to lose one in the flats

Russians finally whiffed one, beside taking out another panzer.

Turn 10

Germans have not won, but do have a 2:1 on Grabyosh, finally. Let's see what they roll: 5, which is a 6 because of town, which is a dispersal. No point in the infantry continuing with a close assault at 1:4.

Problem with slope of Hill 107 is that it's exposed to fire from the other 76 mm in Grabyosh.

Russian 76 mms disperse two panzers at 1:1 on the hill. Russians have unbroken line of hexes covered, Russian win.

AAR

The Germans really need to take out the Russian's trucks in this scenario. Make it hard for Ivan to reinforce.

Also, Germans need to rethink trying to take out towns which have so much infantry support. A close assault to pin down armor runs the clock down fast.

Blunders

  • I've been charging truck 4 movement points to leave a gully, and it should 5.

  • Not using Russian guard unit to help destroy 50 mm guns on the north side of Hill 107. The guard unit is stacked with a 76 mm in Grabyosh.

  • The 76 mm in Grabyosh should have gone after panzers on a previous turn. The defense factor is so high, Germans can't stay close enough to it to matter.

  • Huge blunder: the panzers need to attack from the hill slope to both stay out of range and half the attack factor from the battery in the town.