ITR6 The Ceramic Factory
Played this one on VASL with my nemesis Jim “The Bishop” Bishop over the course of the past two weeks. I had the defending SS; Jim the Bolshevik Hordes. This is a meaty affair with scads of high quality troops, a total of eleven tanks, guns, FTs, DCs, AP/AT mines, fortifications, HIP units, etc. I have to say, despite my incessant whining throughout the game, this was one of the most fun scenarios I have ever played. There could be so much to write about this one, so I’ll stay pretty high level and hit the highlights.
Here’s a quick scenario overview. There are two factories on two city boards (using both of the big ITR overlays) held by the Germans. The VCs are clear as a bell: Russians must control both factories.
I set up my forces proportionately in both factories. I suppose one could argue to weigh one factory more than the other, but I figured I would do better keeping the Russian forces split between the two. If one factory were to fall early the full weight of the Russians would be too much to bear in the remaining one IMO. I place the 2AT mines each in 20K5 and I9. Both spots attracted Russian armor, one attack to no effect; the other immobilizing an IS2 late in the game. 2x12AP mines were set in 20B9/C10. Two tanks were set up in the “big” factory (The Factory of LOVE) as was one AT gun. The other tank and AT in the “small” one (The Love Shack).
Early Action
Jim brought the Russians T1 reinforcements on between 20K1 – O1 to assault the big factory from the west and moved carefully keeping his armor back until things were made clear by the infantry. The tanks really didn’t start making an impact in the game until T3 and later. However, many tanks were deadeye accurate once they did get in the action. I was able to KIA a 447 in the open and swapped a squad in CC to the north of the big factory. My 468/LMG holding a key position on the north broke leaving me nothing north of the gully. By the end of T2 the Russians were shacked up in the rowhouse poised to make a move across the street on the big factory.
On the east side, the Russian objective was the small factory. I was able to stymie the attack there for a while with some blistering point blank fire. Further helping were the AP mines that eliminated the covered avenue (wood buildings) of approach. Also noteworthy, I was also able to break the FT and my sniper kept him out of action most of the game.
T3 saw the Russians pull off a human wave into the big factory. Sadly, my 468/LMG in I7 covering the road was broken by the Russian HMG kill stack. So there was little I could to stop him. My strategy was to pull back into the factory by one hex and pound him when he entered. I figured there was no way I could take all that firepower and survive so I had to fire on him while moving. This was largely successful as I was able to break a number of units, but the center 447s made it in the factory when the firing unit boxed his 20 flat. That gave his the foothold he needed.
Mid-Game Shenanigans
Here for several turns I start to punish the Russians in both factories pounding them with 16+1 and point blank spray fire 8+1 shots. Never, ever, have I used spray fire so frequently and so successfully. I am able break many, many Russians, but the unfortunately Marxist leaders rallied them as fast as I could cut them up. In the meantime, the IS2s and SU152s begin to get active. I begin to lose some squads to 24- and 30-even shots. Despite my success in breaking his troops, he is KIAing me. However, I still have a solid hold in both factories and as the mid-game ends, I feel like I have a decent chance to make a go of this.
End-game Hi-jinx
The final two turns are tense and both of us are concerned about our chances. Jim’s concern was for the number of troops still in the factories. His concern was valid as I had fresh bodies especially in the small factory two and three hexes deep. Mine was the sheer number of Russian troops and seven live tanks left to do the job – an equally valid point.
At this point there were five Russian tanks still mobile, with and additional two of them immobilized – one just outside the big factory; another inside…and both still firing to great effect. Oh, as for my armor…by this time, the Germans lost one tank early to an IS2, one to MA recall, the other immobilized outside the small factory. All in all, it was about the worst showing for the nearsighted Wilhelm McGoo platoon you could imagine. The 75ATs fared no better managing only one inconvenient immobilization of an SU152 right outside the AT’s window. Vengeance was his as he waxed the crew in the next turn. Oh, and the PSKs…they could have been super-soakers and had greater effect. One critical shot from my HIP 237/PSK up the tailpipe of an IS2 sailed wide right (an 11) as I fire from adjacent rubble. I was drooling for that rear shot all movement phase on the nearly impenetrable IS2. That tank would go on to penetrate the NE corner of the big factory causing significant FTR issues. Bagging that tank could have made a big difference. In the end, his troops pounded me and I could not pass an MC. That tank was key it as I lost everyone for FTR because of it.
The story was the same in the small factory where my chances for holding out were better. However, Jim’s skilled use of armor to tie me up paid off as I couldn’t land a PF nor could I get my ATMMs. Eventually, everything in the small factory was broken except one melee containing my 468 against three squads. Only a lousy roll by Jim on a 3-1 HtH melee would give me the win. He avoided it and took me out for the win.
Post-game
Wow. It was an incredibly close game that came down to the FINAL CC. What more could you ask for? It was a blast. The multiple attack angles and the swirling factory assaults make this a bona fide must play.
On our post-game analysis we both considered some small changes, but all in all, there was little we’d do differently. While I like the idea of the Jags in the factories, I may have kept them more mobile (think wolfpack) and brought them into the factories after hopefully taking out a few tanks. As it was, too many tanks roaming freely really hurt me. As usual, Jim played his typical tight game and continues to be my Mr. Kryptonite.
Many kudos to Chas Smith and the BFP Team for a great design and a great scenario pack.
Cheers!
Last edited by Houlie; 30 Jul 08 at 18:06. Reason: spellin'
Loved the AAR. Like my "Clash at Ponryi" game it was a close thing to the bitter end. I could not come up with an AAR that did justice to all the jukin' and jiven' along with the highs and lows.
I also can't imagine how many hours on VASL you spent, any idea?
Last edited by Ray Woloszyn; 28 Jul 08 at 22:18.
Leitnant Vološin, Eesti Leegion
"Minu Au on Truudus"
Still the Bishop's b!tch huh?![]()
RIP Black Dog/Puppy
Ten hours is not bad, "Ponryi" took eleven face-to-face.
Leitnant Vološin, Eesti Leegion
"Minu Au on Truudus"
So around 5 sessions at 2 hours a pop via Skype, huh? That makes time zones almost a non-factor for even the bigger scenarios and makes two weeks from go to whoa very acceptable even if you can't get five days scheduled immediately. Nice.
ASL in 2010:
ASL orders arrived: DB3, WO, SK1+2, J8, AP6. Waiting for J2, SKEP
ASLOk XXV - games wanted!
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Great AAR. Thanks for posting.
I tend to play relatively fast so these large scenarios dont seem so daunting. PTed a scenario last week that is roughly 50 squads, 10 AFVs, and 8 turns. Was only around 6 hours or so to play.
Chas
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