AAR RECON in FORCE, 3 Feb 2010
Tula, USSR, Dec 1941, FoW Game
Tula, USSR, Dec 1941, the Gross Deutschland Regiment is one of the furthest most advanced Whermacht Commands in the USSR. Deployed in and around the city of Tula; OKW has ordered the GDR to halt to their advance and to set up "defensive positions" until the Spring offensive to finish off the communist.
Across the valley lays the Soviet Army, whom after nearly 6 months of defeat and retreat is ready to counter attack. In the early morning of 4 Dec 1941 elements of the 4th Tank Bde, 50th Army is making a Reconnaissance in Force against the German defenses near the railhead north of Tula.
The Battle Barn in preparing for this weekend game at the Williamsburg Muster and for Cold War's next month, play-tested the modified RECON in FORCE Scenario. JD took command of the Red Army and across the field of battle Malcolm led the GD Regt.
Preparing for Battle:
Soviets are the Attacker!
The Attacking player chooses which side to attack from.
The Attacking player places 2 objectives in the Objective Area; they must be at least 24"apart. The defender places 1 Objective in the Objective area; it must be at least 12" away from the other objectives.
Alternating placement, with the Attacker going first, each side places up to Three Platoons, or half their force, whichever is lesser, in their deployment area. At least one of the deployed Platoons must be a Combat Platoon. German defenders may start dug in. If Pioneers are deployed they may set up ONE minefield within command distance of the Pioneer Platoon. Once placed, all remaining platoons are held off table.
The Defender places their Independent teams first, followed by the attacker placing their Independent teams.
Beginning the Battle:
Starting with the attacker, both players make Reconnaissance deployment moves they have on the table.
Because "Recon in Force" uses a modified Mobile Battle special Rule, the attacking teams all count as moving at the start of the battle.
As a modification to Mobile Battle, neither side may roll for Air Support in turn One.
Players may elect to deploy their artillery off table using the Across the Volga rules. To do so, on turn One they must declare that they are deploying their artillery off the table. To deploy artillery "Across the Volga" it takes one turn. As a result of deploying off table, the platoon does not count towards the company total when determining if the company is below half strength. Once declared to be "across the Volga," Artillery Platoons cannot be brought on board. A player does not have to make a reserve roll to take this action.
Players start rolling for their Reserves on turn 2 with 2D6. Add 1D6 every turn until all reserves arrive.
Ending the Battle:
The battle ends when:
A player who starts turn 5 or after in possession of two of the three objectives, or
one side fails a company morale test before the game time runs out, or
the game runs out of time. (3 hours)
Deciding who Won:
The player that holds two objectives has secured the victory, forcing the enemy to retreat from contact. Calculate your Victory Points using the Table on Page 195.
If neither side holds two objectives at the end of the game, use the Fair Fight rules to determine Victory Points.
Special Rules:
Soviets are the attacker and moves first
Terrain: Fields and Woods are a Bog Check 1
Roads and Mud Fields: a bog check 1. Vehicles may move at road distance; it then rolls a 1d6, if bogs then roll another 1d6 and move the AFV back that many inches to the vehicles "bogged spot." Vehicle hit amud hole! Roads are one vehicle wide, if a vehicle is bogged in the mud it will take a skill test to pass.
Roads and Mud Fields: a bog check 1. Vehicles may move at road distance; it then rolls a 1d6, if bogs then roll another 1d6 and move the AFV back that many inches to the vehicles "bogged spot." Vehicle hit amud hole! Roads are one vehicle wide, if a vehicle is bogged in the mud it will take a skill test to pass.
Rivers are frozen and may be crossed freely and are treated as surrounding terrain. AFV's that cross river must roll 1D6 on a 1 or 2 the AFV breaks the ice and is bogged! Normal Bog rules apply once the AFV breaks the ice!
Shell Holes and bombed Bridge are rough and a Skill Test to pass
Railroad tracks: Bog Check 1 to cross
Rail head: Bog Check 2. Treat as rough and rubble. Building blocks Line of Sight. Rail Cars only offer concealment
Starting Platoons: German set up 3 Platoons, Kaumfgruppe Platoon may be used. The Soviets set up 3 Platoons. One Platoon on each side must be a Combat Platoon.
Soviet Rating: All are Soviet are rated as Confident Conscript
Russian T-35 Tank: If the T-35 tank Platoon is not deployed it will be the last Soviet reserve platoon to enter the game.
Russian Wave Attack: The T-26 tank Co may use the wave attack rule. (Page 2 Soviet EW Intel Briefing),
Soviet Limited Ammo: Any 76mm gun that fires and rolls a "1" is out of ammo. (Page 3 Soviet EW Intel Briefing)
Soviet Ramming: If a tank runs out of Ammo it may ram. (Page 3 Soviet EW Intel Briefing)
Soviet 122mm Howitzer: use "Roll up the Guns" move as a Lt Gun team and "Volley Fire" No Move & Direct Fire re-roll misses
Soviet Multi-Turret Tanks: If a multi-turreted tank fires all guns it rec'd a +1 to the die roll.
Forces:
USSR: 2000pt
BTN CO 1ea T-28 obr 1938
1st Ar Co 5ea T-28 obr 1938
2nd Ar Co 6ea T-26 obr 1933
3rd Ar Co 5ea T-35
1st INF Co HQ, Komm, HMG, 18tm RIF/MG
Mtr Plt, HQ, 3ea 82mm Mtr
How Plt, HQ, 2ea 122mm
Recon Plt, 6ea BA-10
Air Support, Sporadic, I-153 w/Rockets and HMG
T-35, BA-10 and T-26 start on the board
GD Regt: 2055pt
Co HQ, HQ, 2iC, AT Rifle tm
1st Inf Plt; HQ, 6ea RIF/MG tm's, Lt Mtr
2nd Inf Plt; HQ, 6ea RIF/MG tm's, Lt Mtr
HMG Plt, HQ, 2ea HMG (one attached to 1st Plt)
Mtr Plt, HQ, HQ, Obv, 4ea 8cm Mtr
Pioneer Plt: HQ, 4ea RIF/MG tm's , Pioneer Truck
AT Plt; HQ, 2ea PaK36
How Plt, HQ, Staff, Obv, 4ea 105cm
Hvy AAA Plt HQ, 2ea 88 (no gun shield, RoF 2)
Assault Gun Plt; 1ea SdKfz 253, 2ea StuG III
Air Support, Priority, Stuka w/bombs
The 88's, StuG IIIs and Pioneer Plt will start in the battle. The Pioneers place mine field in front of Obj#3
Turn 1:
USSR: Comrade JD starts off very aggressively and sends his BA-10s to capture OBJ#2, Two of his five massive T-35s bog in the muddy field. The first wave of T-26 tanks charge to within 5" of OBJ #3.
GERMAN: Hauptman Malcolm fires moves his StuG into the woods and fires the 88s at extreme long range killing two T-35 "land battleships"
Turn 2:
USSR: Red Air Forces arrives but is intercepted by the Luftwaffe. The Soviet INF Co arrives in the center of the board and moves towards the rail-yard. The two T-35s un-bog and move to support the BA-10s on OBJ #2 The T-26 move up and over the rail road (bogging one tank) and capture OBJ#1
GERMAN: Luftwaffe arrives and hits the INF Co killing one team and pinning them. One Inf Plt arrives on the left flank and moves into village. The StuG's and 88s fire killing all but one of the little T-26s.
Turn 3:
USSR: No Air. Mtr and 122 arrive. The Mortars arrive in the center and the 122 on the right flank. The Mtr's double time and passes the INF while the 122 using "roll up the guns" prolongs near the woods to support the BA-10s. The INF un-pins and consolidates near the woods hoping to hide from the JU 88 patrolling above? The T-35 move but again bail one tank on the railroad track. The T-26 uses the "WAVE ATTACK" and recaptures OBJ #1
GERMAN: Luftwaffe Arrives and targets the Howitzers and T-35, killing one 122 gun and one tank. The T-35 rolls and passes Plt motivation. The 2nd Inf Plt arrives in the center and double times through the village. The HMG Plt arrives on the far right Flank. The 1st Plt moves up and along with the Pioneer Plt advances towards OBJ#1. The 88 and StuG's again fires but this time only killing two T-26s and bailing out one more!
Turn 4:
USSR: No Air. T-28s arrive on the right flank and move to the top of the hill. The T-26 un-bails and between these two Plt's awesome fire kill the StuG Plt. One of the T-28 rolled a one and runs out of 76mm ammo. The Russ Co was very happy to discover the little T-26 could kill a StuG III from the front. The INF moves into the Rail yard and prepares to support the T-26s holding OBJ #1
GERMAN: Last two Reserve, the PaK 36 arrives on the left flank and move into the wood line and the 105s arrive in the center and set up behind the hill. Realizing that he must capture another OBJ and with the StuG's dead Malcolm orders his INF and Pioneers to rush into battle. The Luftwaffe arrives but is driven off by the Red Air Force. One 88 once again kills one more T-26 while the other along with the Inf and pins the Soviet Inf. OBJ#1 now clear.
Turn 5:
USSR: Red Air Force arrives and targets the 88's. The 88s do what they are trained for and kills the two bombers. The sole reaming 122 and Mtr's also target the 88s but cause no damage (they target the 88's for the rest of the game but NEVER hit once!!!) The INF Co moves up and 5 of the Tm's now control OBJ#1. The T-26 tries again for a WAVE Attack but fail the roll and is out of the game.
GERMAN; Luftwaffe arrives and hits the INF and Mortars, killing one INF and one Mtr tm. The 88 and 105s hit Inf hard too killing two more teams
but have 17 more to go! The 1st Inf Plt moves pass the woods in assaults the T-26, bailing one in the first round. The T-26 Co decides to fall back and leave the OBJ #1.
Turn 6:
USSR: No Air Support. The T-26 Tanks roll up to HMG range and fire at the Ger Inf killing 3tm's. Due to "hen and chicks" the tanks were 1.5 inches away from being able to assault. The Red INF un-pins and along with the HMG the kills two more, pinning the German Plt. The Germans pass motivation. The T-26 tries again for a WAVE Attack but fail the roll and is out of the game.
GERMANS: Luftwaffe arrives and targets the 122 and misses. The Pak 36 unlimbers and along with the one 88 kill 1 the T-28 and bails another. The Russian fails morale and the two survivors run. The Pioneers and 2nd Plt advance to help the first Plt. \
Turn 7:
USSR: The INF moves a few more Tm's towards OBJ#1. This will now become and INF battle! They assault and slaughter the remaining German defenders. The T-28 rally and un bai, falling back out of the 88 view.
GERMAN: Luftwaffe again and they now can target the Red INF. Killing two more teams (15 left) The 88 and 105s take out two more
now 13 tm's all but 5 of them are in bullet proof cover. The 2nd Plt moves up and is able to contest OBJ #1. The Pak 36 fires and amazingly cause no damage!
Turn 8:
USSR: Feeling no threat on OBJ#2 the BA-10s and T-35 advance towards the fight. The Inf un pins and with the HMG fires and pins advance Germans.
Germans: Luftwaffe strikes again and with the 105s kills two more INF tm's
slowly whittling them down. Ger INF fails to un-pin, the Pioneers now move up. One 88 fire and destroys the T-35s and the other kills one BA-10 and forces the others fall back to re-organize. OBJ#! held by both sides but both are pinned!
Turn 9:
USSR: The INF rally once more with the BTN help and fires and killing the 2nd Plt. The T-28 move up and HMG the Pioneers killing 2 of the 5 tm's.
GERMANS: Luftwaffe hits the INF once again but only pining them. The 88's fire and kill both remaining T-28s. The Pioneers while shot up move towards the OBJ but fall short of contesting it. The 105s now fire a devastating barrage on the Red Inf killing 4 teams
.leaving the survivors too far to contest the OBJ ether. OBJ#1 is now open as nether side controls it!!!
The 3 hour time limit sets in
both sides are down 3 Platoons each. The Game is a draw! Every tank except the Russian BTN Co has been destroyed.
A couple of battle honors go out: The Red INF Co Cmdr is awarded the Hero of the Soviet Union medal as he led a valiant attack and rally every turn after they were pinned. The 88 Plt and the Luftwaffe receive the Iron Cross. The 88s controlled the battle and laid devastating fire across the valley. The Luftwaffe performed better that I have seen in many-many FoW games. They slowed the Red INF attack and caused numerous casualties on the enemy forces.
Another great EW FoW game! We were able to work out a few bugs in the scenario and found a few mistakes in the OB. Early War Russia is now ready for the Williamsburg Muster and Cold War's
I hope to place the AAR and many Combat Photos on the FoW Forum page tonight (Thurs 4 Feb) for your viewing pleasure
SFC Retired