"IABSM AAR: Grudziadz" Topic
5 Posts
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Vis Bellica | 01 Oct 2018 7:43 a.m. PST |
Our last game of IABSM was set in the Tuchole Forest in Poland, right at the beginning of the war. Today's battle would directly follow on from that encounter, and represent the stalwart Polish defense of Grudziadz. Both scenarios were taken from The September War, Part One, one of the TooFatLardies scenario packs that I have written for I Ain't Been Shot, Mum! Grudziadz was a strategically important town as it housed an officer academy, a cavalry school and the several army staffs directing Polish forces in the Polish Corridor region. It was, however, only lightly defended, with its garrison made up of infantry and border protection corps (KOP) along with supporting artillery. The German attack was launched from East Prussia by 21st Corps, mainly infantry and the reserve 10th Panzer regiment (mainly Panzer I and II). Click on the link below to see what happened. link
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mgk4167 | 01 Oct 2018 2:08 p.m. PST |
Great looking game, and good to see some Early War action. Thanks for posting |
mghFond | 01 Oct 2018 2:43 p.m. PST |
I agree, early war is more interesting to me than the late war equipment and games. Hope the Poles have better luck next game! |
Achtung Minen | 02 Oct 2018 5:10 a.m. PST |
Great battle report! Lovely to see the Pz1 romping around in style, as well as the Bofors ATG! It seems to me that the smaller calibre the gun, the less likely it will achieve a KO (net 3+ hits) on an AFV, meaning light ATGs are more likely to cause minor damage and hopefully a bail out kill on the enemy AFV. And it certainly would square with reality. Do you find this to be true? I also noticed the German armour raced ahead, although in IABSM they technically move at about the same speed as infantry (i.e. 3d6"). Do you find that the lack of wound penalties on AFV make a significant difference in their actual speed during a game? Also, would some additional Polish dummy blinds have made you a little more reticent to send up your tanks without close infantry support? |
Vis Bellica | 03 Oct 2018 3:31 a.m. PST |
Hi AM Agree on the way that the AT guns were effective against the panzers: no kills, but about five "bails" due to Shock or losing a track. Seems right to me too. The armour raced ahead partly because there was an Armoured Bonus Move card in the pack (so 50% of turns the tabks got an extra move) and partly because that was the plan. Send all the tanks forward and hope a few got through to the objective zone. In the event, the schwerepunkt was so successful that what had been a penetration became an all out collapsing of one end of the Polish line. Shock does slow AFVs down in the same way it slows the infantry down. In addition, three Shock will prevent a panzer moving towards the enemy, and four will send it scurrying for cover. So Shock is a factor: it's just that I had so many tanks that the Shock was spread amongst them rather than concentrated on a few. That said, four or five bailed due to Shock… Don't think so on the Blinds. I had a plan! Cheers R |
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