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"Snatch the jackboot war criminal!" Topic


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340 hits since 16 Apr 2012
©1994-2013 Bill Armintrout
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Personal logo Mardaddy Supporting Member of TMP Fezian16 Apr 2012 10:13 p.m. PST

First ever historical wargame ever for me. Yea, it took me long enough, I'm only 47 and all.

Disposable Heroes Point Blank 28mm skirmisher-level Sov's vs. German SS. Teaching game, about 15 or so figures per side.

Sov's brought T34, anti-tank gun, Hvy Mortar, Sniper, 4x PPSH and 8 riflemen + Sgt & Cpl.

SS brought Stug, Panzerfaust, Hvy Mortar, Sgt, MG42 Team, Sniper, Flame Thrower Team & 5 other SS.

He had a a higher equip & training level than my Ruskies. 3x4 city table, ruins on either side, street up the middle, 10in deployment zones. He concentrated all his guys in a ruined building 3 stories high, mine were strewn across both sides of the blocks opposing.

We did sort of a, "snatch a VIP," scenario where I was after a particular SS Sgt who had especially offended The Motherland and earned the ire of the Boss…

Like I said, teaching game, but since we're both veteran players of various other mini games, he cut me no slack.

First turn saw my mortars being targeted to no effect by the MG42 team up top of the building a block down and across the street. I ordered the T34 into action, destroying the 3rd floor, the MG42 team was killed along with a hidden sniper.

I left the tank out with half cover and tossed some smoke to help obscure it. Taking the bait, the SS wasted activations with it's mortar trying to take it out while I slowly advanced up the board.

Second Turn he moved his Stug and the Panzerfaust out, intending to engage the T34 next turn while I advanced a little more up the sides. I moved the Anti-Tank gun out into the street, covering the T34 if he moved the Stug into the street.

Third turn was action, baby! Stug fails to obtain the T34, T34 fires and pins then blows up the Stug, Panzerfaust moves to get a shot on the T34, but gets pinned and killed by snap-fire from some PPSH's across the street. His mortar team fails to wound my mortar team, but double-pins them, affecting initiative.

Fourth turn; I gunned the T34 right up to 10in from the building they were holed up in, moved closer with my troops, his mortars tried over and over, but only punched a hole in the turret, did no real damage and failed to pin it. He ran out with his Flamethrower Team and tried to torch the tank, failed and got his team killed by PPSH fire.

Fifth turn; by this time my activation pool seriously outmatched his, I had only suffered one casualty to his six, so even with the double pin on my mortars I was winning initiative readily. I could afford to maneuver more and set up for the kill. I got my pins off the mortars. For the thrill of it (and to distract him from engaging my guys rolling up on him), I rammed the building with the tank, killing two more of the SS pigs. He took out the tank, losing one more in the process.

Sixth turn; Time for the Pincher move, split up his defenses… Cpl and trooper come around one side where the target SS Sgt is, but before they jump in, 2 more of Mother Russia's best come through the front door. Snapfire fails, and the SS calls out for backup, moving reinforcement away from the target SS Sgt. In a hail of fists, rifles and bayonets, the 2 comrades are cut down thanks to the superior combat training of the SS. Coming around the corner, my Corporal falls victim to the Snapfire of the SS Sgt, but the trooper succeeds in giving the target jackboot the beat-down and wins the game.

WooHoo!

We are planning for another game next Monday, more unit-based than skirmisher so I can check that out. He mentioned bringing Vietnam figures and running an "ambush" scenario.

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