With the appearance of new VotG scenarios in the latest Journal, a return to Stalingrad was contemplated. This particular scenario is an interesting one. The Germans have three turns to take a single ground-level Location of building Q10 (at the south end of 9th January Square). If they fail, they can try again, needing two Locations in three turns. If they fail that, they get three turns to try to take the entire ground-level of Q10. Each try is preceded by a mini-RePh to clean things up.
For some insane reason, I took the offense in this crazy scenario.
Setup is restricted by the fact that all German MMC must be at least 2 hexes apart. I set up the MTR in the backfield, looking across the square. The HMG and 7-0 was on the second level of M8 to see most of the perimeter of the square without Hindrance from debris. A couple squads were tasked to advance up the west side to the Russian lines. My reinforcements enter from the north end, with the leaders clutching DCs, wondering if they'd ever get close enough to use them (note: by SSR, all the infantry enters as riders—about four months earlier than the rules normally allow).
Patch set up no one actually in the Voentorg (to avoid a pregame PTC, to be sure), and a nice group on both wings of it.
The opening fire isn't bad, the HMG nails his ATR crew in the S8 trench, breaking him, but can't force a CR. The bulk of the action of course centers around his efforts to stop the oncoming StuGs and their riders. Amazingly, while three squads pin, and the 9-1 leader breaks, causing them all to Bail Out in open terrain, they all make their Bail Out MCs and SW checks. I was expecting someone to die crossing the square, but it doesn't happen. Of course, the only planned unloading I get to do is the 9-2 in Q5.
With most of Patch's fire occupied, I try moving up on the extreme flank of his position in N11. A SFF shot misses the first AMing squad. A second-liner comes untroubled by the residual, but breaks to a HS on a k/2 FPF shot. If the roll had stuck with the rest of Patch's defensive fire, he should have broken.... Finally, I stroll a squad and leader up from O3 to R6, because there is literally no one left to fire at him.
In AFPh, I put a couple Area Acquisition counters on the Voentorg. I decide to advance into CC in N11 anyway. It should keep him suitably distracted while the FT in O6 moves up. Despite a Russian edge on Ambush, the Final drs are 4-5 (he rolled a 6, and I still couldn't get it...). And both sides did no damage to the other (H-t-H CC would have CRed me for no return, good thing I didn't want it).
Situation, German Turn 1, take 1.
Wow! Cool AAR and a cool scenario. This is what's neat about the VotG scenarios. The CG is much more conservative since you need your forces for later dates. I cannot imagine the Germans moving guys as riders, if allowed, in a CG.
M
Defending the Voentorg! Once again Rindis and I surge into the streets of Stalingrad. This is a bizarre one. Three three turn scenarios, with little refit phases in-between. I don't care how balanced this is -- it looks like fun.
Rindis elects to attack, leaving me as the defending Russians. IIRC, the last time we were here I was the attacking Germans, and lost. Let's see if I can return that favor and keep the Soviets 2-0.
Set-up
Much of the initial set-up is directed, but there's some freedom in what I can do. The German set-up is widely scattered, with a lot of nastiness coming in on turn 1. Counting MF and MPs, he can't rush the Voentorg on turn 1, so I'm not seeing the need to set up there at the start (especially with the risk of CR with the pre-game PTC for units setting up within). Instead, I set up on the flanks. I'm looking for OG shots on the entering units, and I want to cover the front of the Voentorg should he make a turn 1 attempt for the building. I can set up FLs with the MMG in O11 and an LMG in T8, so the attempt is not without risk for Rindis despite the temping nature of the empty building. I exchange both 8-1s in my OB for 10-0 Commissars, and one is in T8 with an LMG. I have ATRs in T9 and P11, looking to strike at any probing StuGs, and there's a third in S8 as part of the preset OB. Because I just may lose the Voentorg on turn 1, I have a reserve platoon in R10 for a counterattack, and who will be concealed at start-up. A -3 on an Ambush dr, with H-t-H allowed, is something for the Germans to fear.
German Turn 1
With widely scattered units, and no one home in the victory building, there's much that Rndis can't see and FP is fairly low. That does not keep him from breaking the 458/ATR combo in S8, however.
With most of the west flank Prep Firing, the majority of movement is with the entering forces. All come in as riders, and I give it my all with a FL out to O3 and a bunch of 2FP/4FP attacks. I'm better at Pinning units, who then pass their Bail Out NMCs, but I do get a k/2 for the first game casualties. Rindis piles a squad into N11, and my lack of CC luck returns and a melee develops.
Good news for the turn: the broken squad in S8 routs to T8, where my Commissar lurks. I knew placing him over there would pay off.
Sadly, Patch's Commissar does his job, and the ATR squad rallies in T8. Of course, my 9-1 self-rallies while under DM in K5.
Patch's prep was very good, the Commissar and two squads in T8 breaks the FT-toting 838 in O8 (by one, rolled a 7 on a 2MC), then the ATR there (you know, the one who's squad I broke last turn?), got a side hit on the Stug in S9, and burned it on a '2' TK DR. O11 managed to pin my squad in N9, and U8 with the LMG in T8 pinned my squad in S7.
Patch swung his squad in P11 around to take part in the Melee, and stuck one unit into the victory building proper. My fire was completely ineffective, despite a few ROF shots. The advancing squad fired into the Melee, getting a NMC that pinned me, and left him unaffected. Amazingly, the Melee continued with neither side getting any result.
Situation, Russian Turn 1.
My broken 838 came back on my rally. Sadly, I missed leader creation by one. The HS in M10 refused to rally with a 8-1 on him and no DM.
Naturally, I didn't think of Smoke until after I started Prep. Shame, I wouldn't have minded smoking in a couple locations. Of course, I really wanted it on turn 1, but the StuGs are the only smoke I've got.
I came up with a clever idea to OpFire my HMG, but move the 7-0 out and the 8-1 nearby in to direct. ...I'm not sure that's entirely legal, but he could generally direct fire after moving, and couldn't find anything about OpFire having a restriction. Sadly, terrain in Stalingrad is dense, and he couldn't get there in time without going CX anyway.
Most of my movement was pushing my troops up, though the squad in N9 skulked out, and I had one StuG transfer from the east side of the square to the west. The 838 attracted a lot of attention as he entered N9, but survived without a problem.
Patch's Sniper went off during DF, and nailed my Sniper, reducing him to a 2. Later on, he got a warm activation, and relocated it to P6. Patch had forgotten that FTs are not halved for Advancing Fire, and was surprised by my 12+1 shot across the street.
And the dice mocked me. I lost the FT on a '10'. What was really bad was that was still a PTC, and Patch rolled 12s on both checks. One less on my roll would have wounded a 9-1 and reduced his squad—as well as kept the FT.
And the Melee continued with no losses on either side....
Situation, German Turn 2.
Russian Turn 1
During set-up, I had trouble deciding where to set up the Commissar. I finally decided that, since I had a 9-1 in O11 per my restricted set up conditions, I had to place him on the west flank. That certainly paid off, as he quickly rallies the broken ATR squad. Sadly, Rindis also self-rallies his DM 9-1 leader in K5, but he's so far back he's effectively out of Part I. Which is really how I'm viewing this game. The German player has to much working against him in Part I, I see his real goal these first three turns is in getting into better positions for Part II, and inflicting what casualties he can. A rush for the Voentorg I don't see as a wise move unless things have gone horribly wrong for the Soviets.
Prep Fire from T8 breaks the flamethrower-toting squad in O8, which is really nice. That and the 9-2 are the pieces that really worry me this game. Ok, to be fair, there are a number of pieces that worry me, but those are the top 2. I remove one of the lower tier worrisome units when an ATR in T8, with a nice flank shot against a StuG in O9, scores a hull hit and flames it with a '2' on the TK DR. I think that's rather nice compensation for losing Pavlov's House (building S5) so easily. Pssst... Yakov... Wikipedia says you never lost this building. What gives? This is my flank we're talking about here!
But I digress. O11 is able to Pin N9, and U8 Pins he squad in T7, but there's really no infantry free to exploit anything on the flanks. I do have the ability to reinforce the melee, though, so I move the 458 and ATR from P11. I'm also able to AM my concealed units from P10 into the Voentorg, so now the building is finally defended. If I can maintain concealment, a German entry will face a -3 on my Ambush dr.
Defensive Fire is painless, and in Advancing Fire I gamble and fire into the melee. My morale is 8, his is 7, and I need every edge I can get. I roll a '3' for a NMC, and Pin the 467 while I pass. Won't help me in offense, but I am more likely to survive the counterattack. Sadly, Rindis survives the 2:1 and the melee continues.
German Turn 2
The broken 838 comes back first try. Supposedly there's a upside to breaking enemy units, but I'll be damned if I can figure out what it is.
I catch some Prep Fire, but the main point of this turn is Rindis' shuffling of units further to the front line. The tanks move further up, and I really wish that ATR wasn't trapped in melee as I could have another flank shot possibility. There is one highlight as Rindis moves a 548 across P4, and the 447 upstairs in Q10 rolls a '3' on the 2FP column, killing him. I throw a lot of FP against the 838 as it moves up with the flamethrower, but just can't get a result. As Rindis notes, I thought I was a little safer against the flamethrower as I didn't realize its FP isn't halved in Advancing Fire, but Rindis rolls a 10 for a PTC (which I fail with back to back 12's). The good news is Rindis doesn't have Booby Trap Level C, and the bad news is now I have to select a replacement for the top two German pieces that worry me. Hmmm... I select the HMG.
The melee continues. Ah, Herr Gruberman. You have a nasty habit of surviving...
We go on to Turn 2, where I get my reinforcements. I have a 10-0 Commissar, a 628, a 328, and a DC entering on the southern edge. I still feel good about the Voentorg, so I think I will reinforce the flanks.
I got the HS in M10 back in rally. Patch skipped Prep entirely, and mostly skulked in movement while his reinforcements entered.
The big (and pretty much only) decision I had for the turn was what to do about the Melee in N11. It was already 2 squads to 1, and likely to go to three to one. Firing into it was risky, since I had the lower morale; but it was one of my only targets. I eventually figured with two targets to one, it was worth a chance. Certainly, I pretty much had to write of the squad as it was. The HMG had a nice LOS between my buildings at it and got a 1MC. Naturally, I broke while doing nothing to the Russians.
I was surprised when Patch stayed out of the T8/U8 line, instead putting a big stack on U9 and an Commissar-led ATR on T9. The new MMG took up station in P12, a great backup in case anything should happen on the west side. Patch got an easy kill in N11 (would have had it without the broken modifier). At least he also killed the ATR my squad was carrying.
Situation, Russian Turn 2.
I blazed away, with minimal effect. Patch's Sniper activated, breaking the MTR crew before they fired. One of the StuGs finally got a solid Hit on T9, only for it to be a Dud. Oh, and one of the squads in N11 went Berserk. I skulked on the west side, and as it was turn 3, sent a squad and 9-2 up into T7. I figured if it went wrong, he'd have a hard time exploiting it on the last player turn; otherwise, I'd be forward a hex for the next scenario.
Situation, German Turn 3.
Patch got Civilian Interrogation on his Wind Change DR, but as I had no concealed units (and I don't get any fortifications or HIP), there was no possible effect. The poor 'zerkie charged into a '2' DR on a 12 -2 shot. A 3KIA has to be the best result I've ever gotten on the IFT. Bit of a waste, sadly. Subsequent dr malfed the ATR they had. Patch had considered throwing more in, presumably after much of my fire was tied up, but declined after that performance.
He put about half the concealed stack in U9 into U8. Sadly, the 4 +1 shot didn't do anything but put down resid. Then he put '?' into T8, and SFF Pinned that squad. Unfortunately, it activated his Sniper, who killed the MTR crew. He moved up a Commissar, and then CXed the remaining HS and DC in U9 and took the resid in U8. Counting on the 9-2, I used FPF for no result, FPFed again for the second MF, which got another Sniper activation to break the HMG overwatch HS (argh), but at least it broke the HS.
Final Fire managed to ELR the squad in Q11h1. Sadly, Patch's Advancing Fire managed to Pin the squad in T7. After a little thought, I self-broke him and pulled back to T6. He still had a squad and Commissar he could put in, and while he may not have risked the Commissar, giving him a 1-2 fight, with HtH, losing the 9-2 was easier than I was going to risk.
Situation, Russian Turn 3.
It seems like it should be possible for the Germans to win this on the first go. A bit of luck with the Riders would help, but even as it was, the FT had the potential to seriously compromise the defenses on the west side and let me try to charge in for it. I am going to be regretting that loss for a long, long time. Remembering Smoke on turn 2 might have also helped. As it is, time for the second try....
Russian Turn 2
Things have gone fairly well, and there's no need to take chances. I think I'll skulk this turn, sending my reinforcements up the flanks. The 10-0, along with a 628go to the west, and a 328 with the DC go to the east. Rindis gets a HS back in Rally, but I'm not that worked up by it for now.
I skulk, so there's no Prep and movement leaves everyone outside of any real effective firepower. The only real event of the turn was Rindis firing into the melee. I had the option of entering in another 628 this turn, making things 3:1 for me, and so Rindis decided to play the odds and see if he could do some damage. He did, and the 467 broke, dying in the ensuing CC.
I don't enter the CC, as 2:1 (-4) is more than enough, and I don't want 3 squads in the same location. Instead I split into O10 and P12 to establish a first line and a reserve. To the east, I don't take the T8/U8 line, as Rindis notes. There's firepower building up there from the HMG, the 9-2, and the StuGs, so instead I take a step back. That allows me to gain concealment, and if Rindis enters T8/U8, I can hit it with 20FP(+3), throw a DC, and even threaten to advance into CC concealed with a lovely -3 on the Ambush dr. Go on, Rindis. Take those hexes. I dare ya.
German Turn 3
The front line unloads, showing just what I'm up against if I can't keep Rindis off-balance. My ATR in R9 is Pinned, and Rindis scores a big hit on N11, sending a 458 with an ATR into Berserk status. A StuG also scores a hit on T9. I'm not as worried as I might be as I have the Commissar in U9, who can rally him on a '10' or less if he breaks, but Rindis rolls a '12' on the effect DR for a dud. Still, it's a reminder of how deadly those 75mms will be. I really need to keep out of any -2 Acquired locations (will hit on a '6' or less (41%) for Stone terrain). More than his infantry, those tanks will keep my lines moving.
To the west, Rindis skulks, and there's just not enough for me to do in Defensive Fire. DI hits are damn hard to get with the ATRs, and I ping away to no effect. Rindis advances back onto the line, and moves a 9-2 and a 447 into T7, daring me to move into T8/U8.
Russian Turn 3
I get Civilian Interrogation on the Wind Change DR of '4', but I'm not hearing anything I don't already know.
Prep is another DI attempt against R7, to no effect. For the last turn of the Phase, I'm looking to see if I can't bag another squad or two, and I'm facing the best chance I have to nail that 9-2. The Russians will counterattack.
To the west my hope is that the Berserk unit will live long enough to enter M10, perhaps drawing fire from N9 as well. I will then move O11 and N11 up into the street, relying on the Commissar's increased morale bonus to help me survive. That falls apart as the Berserk dies in the street and I lose a valuable ATR when a 3KIA malfunctions it. The risk is too high now, so I skulk instead. I also skulk in Q11, moving so the burning AFV offers some hindrance bonus from the StuG. My big push, though is in the east. I AM into U8 and survive First Fire, then AM another squad into T8 but Pin under SubFF. With fire from the 9-2 drawn, I CX my DC toting HS and charge into U8. A 30(+2) is dangerous even for a mighty 9-2, but sadly, with a 9-2 at the help FPF isn't as scary as one would think, and Rindis fires several times, breaking the 328. Further Final Fire breaks and ELRs a 447 in Q11h1.
I really wanted to nail that 9-2, but moving into CC now wasn't looking that favorable, and I did not want to risk losing that 10-0. Rindis resolves my dilemma be voluntarily breaking and routing away, something that I don't think of often enough. It was a good move on his part. I move up into the front line, and Part I ends.
Thoughts
The VC may be the best the Germans will ever see in Part I, but they're the hardest for the Germans to obtain. The scattered initial set-up means the Germans don't have that Turn 1 firepower available, and you're spending most of these first three turns getting into position. I think you best bet is to use Part I to inflict casualties, take some terrain, and get into a good position for a Part II assault.
Rindis, however, took a beating in Part I. The loss of one tank is bad enough, but he's also down 4 squads and I didn't lose any. He's going to need those three remaining tanks, and I'll be gunning for them with everything I have. With my front line mainly intact, and the upper levels of the Voentorg available without that pre-game PTC, I'm in a better position than I was at the start of Part I.
Actually, you did loose Mr. Zerkie. Not enough, with my losses, but it wasn't nothing, thankfully.
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