You can also read the AAR and view photos on the FoW Fourm/AAR page (after Mon 15 Mar 2010)
AAR RECON in FORCE, Cold Wars 13 Mar 2010
Tula, USSR, Dec 1941, 2000pt 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.
Two Battle Barn Gamers ran the Recon in Force scenario at Cold War's in Mar 2010. We had experienced FoWarriors play. Keith, Bob, Andrew commanded the Soviets while across the field of battle Shan, Rob and Martin took charge of 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. Only the soviets had a recon element (BA-10)
Because "Recon in Force" uses a modified Mobile Battle special Rule, the attacking teams all count as moving at the start of the battle.
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 die roll to take this action.
Players start rolling for their Reserves on turn 1 with 1D6. Add 1D6 every turn until all reserves arrive.
Ending the Battle:
The battle ends when:
A player who starts turn 6 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. (3.5 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),
German Pioneers/Minefield: If the pioneers are chosen to start the battle they will receive a "free" mine field. The Mine Field must be set up in command distance of one Pioneer team. It may be set up in front of deployment zone if it is in Cmd distance.
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.
EW OB Used:
I used the Early War (EW) Play test OBs found on the web. I believe that they are the same OBs to be used in the upcoming EW Tournament being held this Spring in New Zealand.
Forces:
USSR: 1940pt
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
1ea CO INF Co HQ, Komm, HMG, 21tm's RIF/MG
1ea C0 Inf Gun HQ, 2tm 76mm ober 1927
1ea Co AT, HQ, 2tm 76mm Zis-3 (AT use only)
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 (used I-16 model)
T-28s, BA-10s and T-26s were chosen to started the battle
GD Regt: 1990pt
Co HQ, HQ, 2iC, AT Rifle tm
1st Inf Plt; HQ, 9ea RIF/MG tm's, Lt Mtr
2nd Inf Plt; HQ, 6ea RIF/MG tm's, Lt Mtr (free mine field)
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, 1ea 88 (no gun shield, RoF 2)
Assault Gun Plt; 1ea SdKfz 253, 2ea StuG III
Air Support, Priority, Stuka w/bombs
The Pioneer Plt, 88' and start the battle 105s, Mine field is set on road behind rail station. All German forces start "dug-in!"
Recon Move: The BA-10s go full speed towards OBJ#1
Turn 1:
USSR: Two I-16 of the vaunted Red Air Force starts off the fight and targets the 88. They fail to find the target and fly off in the air phase. One Reserve Co (Plt) arrives the Soviets choose the INF Co. It comes in on their far right flank. The Soviets starts off very aggressively and sends his BA-10s to within 6 inches of OBJ#1. The T-28s along with the BTN CO tank move across the frozen stream in the center. On the far left the T-26 also double time towards the enemy.
.
GERMAN: NO Reserves arrive! Luftwaffe arrives but is intercepted by the Red Air Force! Hauptman Shan takes command of the Pio Plt and moves most of them into the Rail yard capturing OBJ#3 near the sand bag wall. (Two teams fail their storm trooper roll and remain on the road.) Hauptfeldweld Rob moves up his 105 OBV to the edge of the wood line near the center road.. While on the far flank LT Martin fires a long shot with his 88 (only RoF2) and kills two T-28s.
Turn 2:
USSR: Red Air Forces arrives but is intercepted by the Luftwaffe! The Soviet select the 122s to be set up "across the Volga" so only roll one reserve dice. The Mortars arrive on the far right and move up on top of the hill. The INF Co uses the woods and hills as cover and double time. The 3ea remaining T-28s and the BTN also double time (all pass unreliable test). They cannot be seen by the 88 due to being in a valley and behind rail yard. On the far flank the T-26 advance but one tank does bog in the woods. In the center the BA 10s capture the OBJ#1
GERMAN: NO Reserves arrive!! Luftwaffe enters the fight and targets the T-28s, killing one tank. The T-28 pass their second motivation roll tanks to the BTN Commander's the INF Co.
The 105's are able to see two Red Inf tm's killing one with direct fire.
Turn 3:
USSR: No Air. One reserve Plt, Zis-3 arrives in the center and prolong 4". Because of the size of the gun I make them take a Bog check 1 when prolonged over the frozen stream. Both guns pass and each fire one shot at the Pio in the rail yard killing one team. T-28s move towards the Rail yard; capturing OBJ#2 and firing at the Pioneers but with no effect. The Mortars also target the Pioneers but miss. The 122's fire at the dug-in 88; they do hit but are only able to pin the big gun. The Red Inf move up and takes over OBJ #3 from the recon BA-10s who advance forward to continue the attack and fire at the 105s; missing the target.
GERMAN: NO Reserves arrive!!! Luftwaffe targets the Inf the Zis-3 but fail to find the target.
The 88's now have a target and kill two more T-28s leaving only one of the monster tanks alive. It fails its morale and then fails the BTN Co's re-roll
.both tanks leave the battle! The 105s fire their guns at the BA10s and kill three of the AFV's. The Recon AFV passes both their motivation and recon disengagement rolls. The choose to stay to cover the Red Inf. Holding OBJ#1.
Turn 4:
USSR: Red Air Force arrives and targets the 88, the two planes hit but only pins the gun. Four Reserve dice are rolled and only The INF Gun arrives. It comes in and moves onto the bombed out bridge. The Soviets seeing the lack of German reserves feel that victory was near! (So did the spectators and most of the players) The T-26 continues their trek on the far flank hoping to take on the 88 in two turns. Using the BA 10s as cover the RED Inf bound forward towards the rail yard. The 122's and mortars both hit the rail yard but only pin the Germans inside. The Red inf also fire but with no effect. The three remaining BA-10s fire both main guns and MG at the 105s pinning the artillery. Zis-3s fire at the railyard, both missing.
GERMAN: Four dice rolled and again NO Reserves!!!! Luftwaffe arrive and target the Zis-3's but miss. Pioneers, 88 and 105s rally! Hauptman Shan (Co HQ) along with the 2iC and AT Rifle tm join the Pioneers and in a desperate but BOLD strike move up and assault the Red Inf. They fire and kill two enemy teams and pin the Russian Co. The 105s direct fire and kill the remaining Recon AFV's. The Pioneers next assault the Red Inf. The hand to hand combat goes 4 rounds both side killing teams. Once the Pioneers were down to only the Plt HQ, Co Cmdr and 2iC they chose to fall back into the rail yard! Both the Pio Plt and Red Inf passes their motivation rolls.
Turn 5:
USSR: No Red Air Force. No Reserves! (First turn no soviets Reserves T-35 are still waiting to enter) The Red Inf un-pins and moves up to the rail yard but discover the minefield (They actually said they forgot the German had one) and had to change movement direction so only about half the surviving Co was able to get into the rubble. They had to leave the HQ and Commissar and about 4 INF tms out in the open. T-26 move up waiting to make the death blow to the GD Regt, one does bog on the railroad! ZiS-3 fire and miss again. The mortars and 122s targets the rail yard but both fail to ether find the target or hit the enemy.
GERMAN; FINALLY Reserves arrive! Both Inf Plt arrive near the 105s' and the StuG III on the far flank. Luftwaffe arrives and again hits the Zis-3, killing one gun this time. The Pioneers Plt un-pin and even better passes the last man standing roll! The two StuGs move up and kill two T-26 tanks. With OBJ #1 now open (except for the HMG in the woods 5" away) the with Red Inf on the other side of the railyard the Pio HQ along with the Co Cmdr and 2iC move out towards the OBJ#1. The 105s and one INF Plt fire at the Red Inf. Killing the Co Cmdr, Commissar and two teams. With the CO killed (and not able to Counterattack) the Pio HQ along with the 2ic and Co Cmdr again assault the soviet Inf, killing one team and forcing them to break off. The Germans consolidate and now have captured OBJ#1 and hold two of the three Objectives.
Turn 6:
USSR: No Air Support. The T-35 arrive on the far left flank
to little too late? Victory has been snatched from them! The Red Inf un-pins but with no Company Co cannot advance. They fire with no effect at the Pioneers and Co HQ's who are sitting in shell holes. The T-26 next tries to do the WAVE ATTACK? They need to roll 1D6 for a 4+ but roll a 6! The surviving T-26s leaves the battle. The INF Assault guns fire a barrage at the 88 but due to only two guns fail the re-roll. The rest of the Soviets arsenal (122's, Zis-3, INF and HMG) fire and mostly miss
were not even able to pin the Pioneer tm! Word was the DIV Commissar was heading to the BTN HQ for "consultation?"
GERMANS: Having survived the onslaught of soviet weapon and now holding 2 of 3 OBJ the Germans were able to radio Regimental HQ that VICTORY was theirs
.!!!!!
What a battle! The Germans stole a victory in what only two turns prior; almost all thought was going to not only be a defeat but a certain slaughter!
Battle honors go out the following: The Hauptman Shan (Co Cmdr, 2iC and the surviving Pio HQ) all are awarded the Iron Cross 1st Class for bravery and leadership. Kaptain Kieth is promoted to major for his leadership in the fail attack on the Rail yard. His Red INF Co did all that they were asked to, rallied when needed and fought bravely only to be let down by the armor..
One observation
one thing great about playing at a convention game is you get to play with people you never played before and in these games I always learn rules I did not know, forgot or just played wrong for years. Two of these came up. 1st I always put airplanes 6" from the target. I was shown in the book on page 140 it reads "UP to 6" from target! The second was once you lose a PLT LDR you cannot counter attack. Our club has played for years that you could counter attack but I was shown on pg 95 that a Leaderless PLT MUST break-off from an assault. In my rule book I have this paragraph highlighted in yellow and underline
so must had played it right at one time?
Another Great EW FoW game with super FoWarriors! I am planning to run a EW France 1940 game at Historicon. The scenario will be a River Assault across the Meuse. A couple of previews, MG Rommel will be there and the French will have a few guns inside Maginot Line defenses.
SFC Retired!