Situation: Soviet forces attempt to secure a bridgehead.
Ruleset: Blitzkrieg Commander II
Game length: 12 Turns or until one side breaks.
Soviet Force
Objectives: Capture the village, 1 building held = 2VPs, 2 buildings = 5VPs. If any buildings have been taken at the game end, count any Germans on the eastern bank of the river as casualties. Inflicted more casualty pts than casualty pts taken, but not twice as many 1VP. Inflicted twice as many as taken 2VPs
Having moved forward during the night, the two infantry units may set up within 40cm of eastern edge of the board. Armoured units use mobile deployment from turn one.
CO (CV8)
HQ (CV7)
9 Inf (1 upgrade AT Rifle)
1 Maxim
1 Mortar (82mm)
1 Mortar (120mm)
HQ (CV7)
9 Inf (1 upgrade AT Rifle)
1 Maxim
1 Mortar (82mm)
1 SU-152
HQ (CV7)
3 T34/76
3 Inf SMG Troops
HQ (CV7)
3 KV1s
3 Inf SMG Troops
Art 2 x 152mm ( 2 scheduled Assets each )
Breakpoint 19 (3015 pts)
Objectives: Soviets hold no buildings in the village 5VPs, if they hold 1 then 3VPs, if they hold 2 or more no VPs. Inflicted more casualty pts than casualty pts taken, but not twice as many 1VP. Inflicted twice as many as taken 2VPs
Infantry must setup East of the river.
CO (CV10)
4 Inf (1 upgrade panzerfaust)
1 MG 42
1 Mortar (81mm)
1 Pak 40 (with truck tow)
HQ (CV9)
5 Inf (3 upgrade panzerfaust)
1 MG 42
1 Mortar (81mm)
5 x Trenches, 1 x Gun Pit
Delayed Reserves may enter from move 4 any road on western edge, use mobile deployment rule.
HQ (CV9)
3 Inf (1 upgrade panzerschreck)
3 Sdkfz 251/1
3 Stug-III, 75mm Long
Breakpoint 11 (2015 pts)
Move 1
Move 2
Panzerfaust teams attack the KVs
Move 3
The entrenched German infantry are a lot tougher than I thought.
Move 4.
No progress for the Russian forces and German reserves turn up on time.
The Soviet CO demands all out attack.
Move 5 & 6
By the end of move 7 the Russian infantry had cleared most of the German infantry on the left flank and the centre. On the right flank the KVs were down to one tank and no tank riders.
Moves 8 and 9 were a disaster for the Russians only succeeding with two manoeuvre checks.
With only 3 moves left to capture the village I conceded defeat to the Germans ( me also ).
Lessons learnt: Trenches are a bitch!
Nice looking setup! looking forward to seeing how this one pans out, playing solo again?
ReplyDeleteYes solo again, at least I cant lose!
ReplyDeleteSounds like dug-in troops are tough!
ReplyDeleteGreat AAR, your tanks look smashing too!
ReplyDeleteYes, dug-in troops are really tough, but the ability to devcise good scenarios using them and ways to overcome them is one of BKC's strongest points IMO.