Thursday, October 30, 2008

East Germans

I finished off a batch of East Germans last night:

(Remember: click on the pictures for a bigger version)


These are from Mongrel Miniatures. The helmets look a touch small to me, but I can’t say I’ve ever seen one in person. Otherwise they are beautiful figures, just like the rest of the line.

Not quite enough to do a serious skirmish with just yet, but I think they’d be great East German Border Guards in a Cold War Spy game using the Kiss-Kiss, Bang-Bang line from Artizan Designs or Copplestone Castings.

Tuesday, October 28, 2008

Bridge on the River Ulfhednarelven

Well, Last Friday’s Game got me totally pumped to play some more Cold War Commander, so I thought I’d carry on with the Northern Front campaign in Norway.

Ulfhednarbygd, Norway, 30 August 1985

SITUATION

Because of the daring action of the Royal Marine Commandos and the Canadian Parachute Regiment, the NATO forces had time to form a second line of defence. As the unrelenting soviet juggernaut rolled further south an Air Assault was executed well behind the NATO front lines to disrupt the flow of reinforcements and supplies. A battalion of the 76th Guards Air Assault Regiment was dropped at the small village of Ulfhednarbygd, a sleepy little community on the Ulfhednarelven River.

Stationed in the town was a company of Norwegian Infantry Reservists. A second company of mechanized infantry was stationed a few kilometers south in the next town.

The Canadian Airborne Regiment, the “Fire Brigade of the North”, still recovering from it’s two actions in the previous week or so, waited further south to ready to react to anything.

SCENARIO

The scenario was based on the Air Assault scenario out of the book. The NATO forces would only have one company of Norwegian reservists starting on the table. The Norwegian Mechanized Company could deploy using mobile deployment on the second turn on the road on the south edge of the table. The Canadian Airborne Commandos could deploy on any table edge starting on the third turn.

The major objective of the Soviet Air Assault troops was to take the village by turn eight, but also had to hold it until turn eight.

I had considered not allowing the NATO forces to call in air strikes on the village, but then didn’t. I had also thought I might give the Air Assault troops some scheduled air strikes, but also didn’t.


FORCES

Soviet Air Assault Troops – 1st battalion, 76th Guards Air Assault Regiment

CO (CV10)

FAC (CV8)

3x Air Assault Companies, each with:
-HQ
-6x Infantry (Air Assault troops)
-2x RPG-16 upgrades

Additional Support:
2x SA-7 SAM teams
2x Spigot ATGW teams.

1x SU-25 Frogfoot

NATO

Norwegians

CO (CV9)

Reserve Infantry Company
-HQ
-6x Infantry (Reservists)
-3x Carl G upgrades

1 Reserve Mechanized Infantry Company
-HQ
-6x Infantry (Reservists)
-3x Carl G upgrades
-3x M113

Canadians

2 Companies Canadian Airborne Regiment (1 and 2 Commando), each with:
HQ
6x NATO Elite Infantry
3x Carl G Upgrade
3x M72 Upgrade

FAC (CV8)

1x CF-18

THE GAME

Mr. Miller Showed up and took the NATO command of the NATO forces.

NATO had Partial Air Superiority

Col. Millaar deployed his Norwegian Reservists in the village.

(Remember: click on the pictures for a bigger version)

A view of the town from the north.


A view of the town from the south. Not so many defenders pointed that way….

TURN ONE

SOVIETS


I landed my VDV companies to the east, southeast, and southwest of the village without mishap.

The First Company (to the southeast) fired on the defenders in the village and moved up cautiously.


The Third Company (to the southwest) stormed into the village. They eliminated sentries guarding the road to the south and assaulted into the village finishing of the platoon and occupying the southwest quarter. Some acceptable casualties were taken in the process.


The Second Company also fired on and assaulted into the village. They knocked out a section in the Northeast Quarter of the town and occupied it, and took considerable fire from the rest of the Norwegians, but not so much as to render any elements combat ineffective.

NATO

Fire from the Norwegians picked up suppressing a platoon (two stands) in the Second company.

TURN TWO

SOVIETS

There was some confusion amongst the ranks of the Third Company – apparently word started spreading about that they were to fall-back as reinforcements were sighted approaching from the south. (Command Blunder)

In the house-to-house battle raging in the northern half of town, the Second Company knocked out another section of Norwegians in an increasingly violent exchange of small arms and AT weapon fire.

NATO

The Norwegian Reservists pinned some VDV troops out in the open but failed to suppress those actually in the town.

The desperately needed reinforcements failed to materialize…

TURN THREE

SOVIETS


Orders from the Third Company’s headquarters continued to be confusing and contradictory (failure). Later in the turn, the CO, now IN the village himself, stepped and sorted the situation out, getting the Third Company moving again.

The Second Company continued to exchange fire with the remaining platoon of Reservists in the northwest corner of town.


The First Company failed to feel a sense of urgency about the situation and slowly made their way into town and began organizing themselves to set up some defences…

NATO

The Norwegian Reservists in the Northwest corner of town continued to hold on, suppressing a section of the Second Company. The mechanized force continued to stall, however. It would take fiery words from Col. Millaar himself to get them on to the table at the end of the turn! Their lack of faith in their armoured transport was apparent whent hey arrived dismounted. Their feelings were not unfounded as a VDV ATGW section tried to light up one of the platoons of M113s with Op-fire. It must have blown one vehicle to smithereens and sent the rest of the platoon scattering into evasive action (three hits, suppressed…)


One commando of the Canadian Airborne Regiment arrived (having been dropped just off the eastern edge of the table. The First Company’s lackadaisical attitude the previous turn cost them dearly as nearly an entire platoon was wiped out by the sudden violence perpetrated on them by the murderous Canucks.

TURN FOUR

SOVIETS


Soviet air support was successfully called in; a flight of SU-25s ran the gauntlet of NATO interceptors and AA ground fire to take a run at the Canadians. Their course was a bit off, however, and, impressive though the attack was, it only managed to suppress one section of Canadians.

The Second Company kept the Norwegians busy with their exchange of fierce fire, which gave elements of the Third Company an opportunity to maneuver around their flank and assault. This action cleared the village of Norwegian Reservists. Only one small section of the company remained, holding a trench dug in just north of town to cover the approaches by road.

NATO


The Forward Air Controller that arrived with the Canadian Airborne called in the CF-18s that had been waiting in a holding pattern to the southwest. As they roared in for the attack they flew into a startling amount of ground fire which knocked them right out of the sky (BOO-YAH!!! One CO, Three HQs and an SA-7 stand all within range…).

The last of the Reservists refused to go down and sold themselves dearly – suppressing another section of the Second company!

Their Mechanized brothers slowly began to advance. Fire knocked out one section of VDV ATGW, but Op-fire from the other wiped out a platoon of APCs.

The second Commando of Canadian Paras arrived and together the two advanced and fired on the VDV of the First Company still skulking around outside the southeast corner of the village. The fire now reduced the effectives of First Company to half-strength.

TURN FIVE

SOVIETS

Fire from the First Company (initiative and ordered) shot up a platoon of Canadian Paras, rendering half the platoon combat ineffective and suppressing the other half.


Air Support was then called in on the same commando. Now used to the harassing interceptors and ground-fire the Frogfoots were a bit more steady in their approach. Fire from the SU-25s knocked out another half-platoon, suppressing the balance and set the remainder of the platoon into a temporary flight (for the first time in the year or so that I’ve been playing this I actually had to look up if it’s “10cm or more” or “more than 10cm” that causes a falling back unit to be removed – it is the latter; they fell back their 10cm, but stayed on the table!!).


Fire from the Second Company finally finished off the last of the Norwegian Reservists and elements of the Third Company began maneuvering back to the south end of town.

NATO

The Canucks continued their advance towards the village, bombarding the First company with fire from their Carl Gs, reducing them to platoon strength.

The Norwegian mechanized company maneuvered and fired on elements of the third company. They scored some hits, but not enough to make anyone duck.

TURN SIX

SOVIETS


Fire from the remaining platoon of the first company suppressed a platoon of Canadians and caused a few to fallback. Fire from the Third Company suppressed a platoon and a half of the mechanized forces.

NATO

Both the Canadians and Norwegians pored fire into the southeast corner of town, reducing the First Company to half a platoon.

TURN SEVEN

SOVIETS

For the third time this game the VDV ATGW fired on a M113 platoon and caused three hits and a suppression (one hit shy of knocking them out!?)

The shattered remains of the First company held their ground, continuing to fire on and stall the Canadians advance… how long could they hold on.

The third Company did the same, though their situation wasn’t quite so desperate…

NATO

The Norwegians had a moment of extreme confusion, not even the screaming and ranting of Col. Millaar could get them moving this turn.

The Canadians, however, continued to pour fire from small arms, M72s and Carl Gs into the southeast corner of town… platoon commanders called for their men to cease firing when they realized they were no longer taking fire themselves. When the dust settled it became apparent that the First Company of the 1st battalion, 76th Guards Air Assault Regiment had effectively ceased to exist.

It was apparent by this time that, despite the gains they were making, it was incredibly unlikely that the NATO forces would be able to take the town in the next turn. Mr. Miller had some time before he had to go out and catch the last bus back to his end of town so we played out the next turn. Indeed it would have been interesting to play it right out to the conclusion and see how long it would take for the NATO forces to clear the town entirely, but we just didn’t have the time for that.

TURN EIGHT

Thrid Company knocked out half a platoon of Norwegians.

A flight of SU-25s approached the area, but were chased off by “Enemy Fighters” (Command Blunder).

NATO

The Company Commander for the Norwegians was clearly cracking under the pressure and failed to issue any orders once again. Or at least any coherent ones.

The Canadians charged forward and knocked out half a platoon of the Third Company, and nearly broke another (five hits… suppressed…). They advanced close to within Close Assault range, but couldn’t keep up the momentum. This brought the VDV force to it’s break point. The game surely wouldn’t have lasted too much longer.


Col. Millaar personally took command of the Norwegian mechanized Company and got them moving!


They too got just close enough to close assault before they lost the initiative…


Another view of the final dispositions of the forces involved.

Technically the VDV scored a Major Objective, as originally set out in the scenario – they took the village within 8 turns and held onto it until the end of turn eight. Thinking over it some more it should have been a major objective to take it within eight and hold on to it until the end of twelve, or a minor if taken by eight, but not held for the duration OR taken after eight, but held on until the end. Not that we would have had time to play out twelve turns…

Total Losses

NATO
7 Norwegian infantry stands (6 of these were he company of Reservists initially holding the village)
1 Norwegian M113
2 Canadian infantry stands

Soviets
9 Air Assault Infantry stands
2x ATGW (spigot) stands

Realizing holding this town just wasn’t in the cards I imagine the commander of the Air Assault forces would probably got the remains of third company to fall back across the river to the north and left a platoon as a delaying force while the rest of the battalion (really only at company strength now) made for the hills.

Maybe next week I’ll have to play this out; some sort of pursuit scenario – either with Cold War Commander, or perhaps just a skirmish scenario using Savage Worlds (since I do have some fine looking 28mm VDV that are looking for an excuse to get on the tabletop!)

Saturday, October 25, 2008

Norway Again

My Friend Curt was visiting from Regina so I though I’d throw down a little Cold War Commander. Messrs Bertolini and Miller also showed up, so it was quite the crowd!

Stinkefiske Fjord, 26 August 1985

SITUATION

While 3 Commando of the Canadian Airborne Regiment was engaged as Lutefisk Pass 1 and 2 Commando had been held in reserve. This was mostly because there hadn’t been enough aircraft to lift them as well, at the time. It would only be a couple days later before they too would see action, However.

Soviet Armour has now broken through north of the Stinkefiske Fjord and are pushing southward. NATO forces need time to set up another prepared line of defence further south. The only units available, that are light enough to be quickly moved into place, are two commandos of the Canadian Airborne Regiment and 45 Commando which was just in the process of being ferried across from England.

SCENARIO

We used a slightly modified “Encirclement” scenario from the Cold War Commander book. The NATO forces would set up the SBS teams first, then the Soviets could set up theirs – pretty much anywhere on the table except the SBS couldn’t be within 30cm of the Northern edge of the table and then the soviets couldn’t be anywhere within 30cm of the NATO Recce. The NATO forces then would go first, the Canadian Airborne using mobile deployment from the east edge of the table (having been air assaulted inland a little bit (in some mountain pasture), and the Royal Marines would use mobile deployment to enter anywhere along the waters edge on the west edge of the table. The Russians would then use mobile deployment starting on the North edge of the table.

FORCES

NATO

CO – CV (LCol Campbell RM)

FAO – 148 Forward Observation Battery

FAC- 611 Tactical Air Control Party, RM

2 Companies Royal Marine Commandos (X and Y Coys, 45 Commando), each with:
HQ
6x Marine Infantry
4x Carl G Upgrade
2x M72 Upgrade

2x Milan Sections, AT Troop 45 Commando
1x MG section, MG Troop 45 Commando

1x Scorpion, B Sqn Household Cavalry

2x SBS
2x Carl G upgrades

1x Harrier GR.3 - 801 Sqn

1x Artillery Unit (Naval) HMS Glamorgan


2 Companies Canadian Airborne Regiment (1 and 2 Commando), each with:
HQ
6x NATO Elite Infantry
3x Carl G Upgrade
3x M72 Upgrade

SOVIETS

CO (Colonel Millerov)

FAO

FAC

2x Tank Companies, each with:
HQ
1x T-80 ERA
2x T-72

2x Motorized Rifle Companies, each with:
HQ
3x BMP
6x Conscript Infantry
2x RPG-7 Upgrade

1x SU-25 Frogfoot

3x Artillery Units (2S3 155-SP)


THE GAME

John decided to take the Canadian Airborne and Curt the Royal Marines. I played all the soviets until Mr. Miller arrived (in the middle of the first turn), then we each took one tank company and one BMP company.

We rolled for Air Superiority; Curt rolled a 6 and I rolled a 2… they had +1, we had a -1… soooooo seven to one… I guess that’d be total Air superiority for the NATO forces… So much for our guys ever showing up and doing anything, thought I…

(Remember: click on the pictures for a bigger version)


Aerial Reconnaissance photo from the day before. A Peaceful Norwegian village at the end of a Fjord…

TURN ONE

NATO

The Canadian Airborne drop zone was a little too far away from where they needed to be… or perhaps they were simply lost in the woods. Neither Commando made it on to the table this turn.

The Royal Marines charged on in true Marine fashion! X Coy heading for the town of Stinkefiske, Y Coy heading around south for cover in the woods to the east.

Soviets


I brought on both Soviet Tank companies on, charging nearly halfway across the table in three moves!! I was starting to think this might be a VERY SHORT game. Of course then my BMPs refused to come on (2nd Company)…. Comrade Millerov arrived on the scene however and drove his motorized rifle company on and debussed them behind some woods north of the village.

TURN TWO

NATO


The Canucks finally charged on to the table. All those guys charging towards the flanks of my Tank Company with Carl Gs made me suddenly feel a little uneasy.


The Forward observation party from the HMS Glamorgan called in fire Danger Close on my 2nd Tank company, Suppressing a platoon of T-72s. Meanwhile, X Coy, 45 Cdo continued their consolidation of the village and started firing Carl Gs at my Tank Company suppressing the other platoon of T-72s


Then, if that wasn’t enough, the Forward Air Controller party called in some Harriers and they utterly destroyed the platoon of T-80s!?

Soviets


Comrade Millerov brought his 1st Motorized Rifle Company to the front edge of the woods while the BMPs skirted around to the beach and started firing on the Marines in the village. The 2nd Tank Company also joined in. a series of successful ofire orders pummeled the village, knocking out two stand of Marines!

The 2nd Motorized Rifle Company arrived and roared one move on to the field. Luckily they didn’t go any further. They were often more lucky in their failures than in their accomplishments through the game…

TURN THREE


The Canadians continued their charge through the woods. Coming out to the rear of mu 2nd Tank Company they lit them up with Carl Gs, knocking out one platoon.

The Harriers came in again but so wildly off course that the only units under the tamplate were CANDIANS, and quite a few of them! So, they concentrated their attack on one stand, but he lucked out and only took three his, without even being suppressed. Canadians are used to “Friendly Fire” for allied aircraft I guess….

The SBS raiding party that had been hiding in the woods amidst our troops decided to switch from reconnaissance to direct action and suppressed a platoon of T-72s in Millerov’s 1st Company. They then quietly disappeared back into the woods.

Soviets


Millerov’s 2nd Tank Company continued to pound the marines in the village, and when the fire from there slackened they started firing on Canadians in the woods. One marine and one Canadian Para stand were knocked out of action. The Motorized Rifles continued to fire but with little effect.

My 2nd Motorized Rifle Company debussed and fired on some Canadians with little effect.

TURN FOUR

NATO


The Canadian Airborne blasted apart the rest of the T-72s in my 2nd Tank Company and consolidated their positions in the woods across from my deploying Motorized Rifles.


Shelling from the HMS Glamorgan suppressed a few of the Motorized rifle troops from 1st Company.

Soviets


The woods to the front of the 2nd Motorized Rifle Company were obviously thick with Canadians armed to the teeth with AT weapons that would shred their BMPs so they decided to break contact and follow the 1st company which Seemed to be having a bit more success clearing their sector of marines. There were those pesky RMSBS guys hiding in the woods though. Fire on the first order suppressed them, however, on a second order (which ended up being a Command Bonus) the SBS were actually assaulted, over run and passed by… unfortunately in the process a unit of Motor rifles was suppressed out in the open and a unit of BMPs were knocked out..

The 1st Tank company continued to pound X coy knocking out another stand of marines and their Milan Support unit.

TURN FIVE

NATO

The Canadians finished off the Russian Motor Rifle they had suppressed in the open during the assault on the SBS.

Marines attempted to do some maneuvering.

Soviets


For the first time, the Soviet FAO was actually able to call in some artillery. The timing couldn’t have been better as they caught some Marines out in the open! Four were hit, three were suppressed!


I got the men of the 2nd Motorized Rifle company to their vehicles ready to mount up and follow the 1st company, but failed to issue a second order allowing them to do so. Being a dunce I faced the infantry towards the BMPs they were to mount up in rather than the enemy. I did leave one stand, that didn’t have a BMP to mount up in, in the woods to cover their retreat…


As the fire from the village was almost nonexistent the 1st Motorized Rifle Company mounted up and continued their advance roaring across the rocky beach between the village and the waters of the fjord.

TURN SIX

NATO


Shelling from the HMS Glamorgan turned on the 1st Tank Company, suppressing the Platoon of T-80s.


Air support didn’t work out so well… a Command Blunder brought on Enemy Fighters… “Enemy Fighters!?” cried the NATO players “I thought we had TOTAL AIR SUPERIORITY!?” – I guess a flight of MiGs made their ways through the NATO Combat Air Patrols and caught the fight of Harriers laden with bombs… 6 attacks, three hits, no saves, down they went! No more air support for NATO!

Y Coy’s Milan took out a BMP unit along with a couple of Infantry mounted up in it!

Soviets


There must have been a tip in the balance of the air war as we were actually able to call in out Frogfoots (at -2 to our pathetic CV or 7…!). Not only did they appear but they also made it through the gauntlet of NATO interceptor aircraft and AA fire and blew Y Coy’s Milan support to smithereens! BOO-YAH!!


The Unsuppressed T-7s of the 1st Tank Company followed the BMPs along the beach.


I gave Comrade Millerov some wrong information about the scenario. I was under the impression that we had to get 50% of our force off the table to secure our Major Objective…. In actuality we only had to get 25% (6 units) - which he could have just about done this turn.. having 2 BMPs and 4 infantry units right there ready to do so. Such is the fog of war… he decided to debus again and provide some fire support for the tanks and my company to follow him up…

The 2nd Motorized Rifle Company failed to do anything this turn, however… but that was sort of a good thing.

TURN SEVEN


Canadians charged through the woods wiping out my infantry picket, and firing on the rear of the T-80 platoon, suppressing it again. Lit up one of my BMPs … So glad I hadn’t got into them…


Fire from the HMS Glamorgan suppressed on of my infantry as well.

Soviets


The 2nd Motorized Rifle company successfully executed a Break Contact!

The tanks of the 1st Tank Company rolled up to the 1st Motorized Rifle Company’s position and fired on the Scorpions of the 1st Sqn Household Cavalry, which had been harassing the BMPs the previous move.

TURN EIGHT

NATO

The Canucks finished off the T-80 platoon.

We called it a night at this point - it was damn past twelve. It was a long game, but there had been much catching up and B.S.ing and looking up of rules that I had forgotten, not having played in some time. I’m sure John and Curt were convinced I was just making shit up as I went “remembering” rules and such…

Total Losses

SOVIET
2x T-80
2x T-72
3x BMP-1
5x Infantry

NATO
2x Canadian Paras
4x Royal Marine Infantry
2x RM SBS Infantry
2x Milan Support
1x Marine HMG Support
1x Harrier GR.3

We called it a NATO Minor Victory. They did achieve a Minor Objective (causing 25% casualties). The Soviets could have achieved a Major Objective (exiting 25% of the force) if I hadn’t gotten screwed up the victory conditions and given Comrade Millerov such bad advice. If Comrade Brownovich lives to see next week, he’ll probably be sent to Siberia.

I had a lot of fun and it really went back and forth a couple times. Both sides had some abysmal luck; Curt, in the first six turns rolled five command blunders!?

More 20mm Canadian Airborne

I finished up a second Commando of the Canadian Airborne Regiment just in time for a special Cold War Commander game I ran on Friday night. I should have an AAR up shortly.

(Remember: click on the pictures for a bigger version)


A Commando of Canadian Airborne. These were modeled, cast and painted by myself.


A command stand of Brits. I was short one so I quickly cranked one out. these are from Combat Miniatures.

Thursday, October 23, 2008

Yet Another Painting Update

This weeks Game got me all excited about using Savage Worlds for WW2 and so I cranked out another batch of Russian infantry. There’s a few more on the way, and when I’m done them… I’m DONE! Goodness, I’ll probably have enough for an under-strength COMPANY(!?) when the dust settles.

(Remember: click on the pictures for a bigger version)


Here they are, twelve more Russians. Eight of them are from The Assault Group and four are Crusader Miniatures.


A couple Germsn Tank Hunter/Engineer types. These are all from Crusader Miniatures, Four are from one pack, one is from another… Hopefully these will be able to deal with th KV!?


Just for fun a USX figure from RAFM; “Harold Smith, white collar survivalist”. The name should really be “William Foster, unemployed defense contractor on the edge…” He’ll probably be used as “Dick Buttens: Sporting Goods Salesman Turned Zombie Hunter” in my upcoming Zombie Run campaign.

Next I have some 20mm Canadian Airborne that I’d like to finish up for Cold War Commander. Then I really, really ought to get cracking on that next batch of Descent figures for John…

Wednesday, October 22, 2008

Action at Tazinsky

I had been planning on running a Cold War Commander game this evening… but then didn’t. These Russians needed to finally see some action. I’ve got more to paint, too…

Tasinsky, Russia 23 August 1943

SITUATION

As part of a general assault on Tazinsky, 2nd platoon is tasked with overrunning an isolated German section on the northern flank of the battalions attack.

SCENARIO

The German squad starts west of the wire and may set up in the rubble on the outskirts of town or in two-man slit trenches. The Russians start behind the hedges across the fields at the east end of the table. At the beginning of turn 7 a d10 will be rolled; on a ten the game will end at the end of the turn, on turn eight the game will end on a nine or ten, etc.

Russians Objective – take the large ruined building in the center of the table and the supplies within. To control the building/Supplies there must be Russians within 6” of the supplies, and no Germans within 12”

German Objectives – hold the building and the supplies within. To control the building/Supplies there must be Russians within 6” of the supplies, and no Germans within 12”.

For fulfilling an objective 5 victory points will be awarded. For each enemy Knocked out of action 1 victory point will be awarded.

FORCES

Russians

Comrade Commissar Pavlovich
Ag d6, Sm d8, Sp d8, St d6, Vg d6, Pace 6, Parry 4, Toughness 5
Fighting d6, Shooting d8, Notice d8, Stealth d4, Intimidate d10, Throwing d6
Rock n’ Roll, Command, COMMISAR!
PPsh SMG Rng 12/24/48, ROF 3, Dmg 2d6 (1)
Pistol Rng 12/24/48, ROF 1, Dmg 2d6 (1)

Lieutenant Mikhail Postnikov
Ag d6, Sm d6, Sp d6, St d6, Vg d6, Pace 6, Parry 4, Toughness 5
Fighting d4, Shooting d6, Notice d6, Stealth d4, Throwing d4
Command
PPsh SMG Rng 12/24/48, ROF 3, Dmg 2d6 (1)
Pistol Rng 12/24/48, ROF 1, Dmg 2d6 (1)


3x Russian Infantry Squads (7)
Ag d6, Sm d4, Sp d6, St d6, Vg d6, Pace 6, Parry 4, Toughness 5
Fighting d4, Shooting d6, Notice d8, Stealth d4, Intimidate d10, Throwing d6
Command
PPsh SMG Rng 12/24/48, ROF 3, Dmg 2d6 (1)
DP – Rng LMG 24/48/96, ROF 3, Dmg 2d8 (2)
Mosin-Nagant Rifle Rng 24/48/96, ROF 1, Dmg 2d8 (2)
Bayonets Str+d4


Germans

Feldwebel Johann Wieneschnitzel
Ag d8, Sm d6, Sp d6, St d8, Vg d8, Pace 6, Parry 5, Toughness 6
Fighting d8, Shooting d8, Notice d6, Stealth d6, Throwing d6, Intimidate d8
Command, Combat Reflexes, Rock n’ Roll
MP-40 Rng 12/24/48, ROF 3, Dmg 2d6 (1)
Luger Rng 12/24/48, ROF 1, Dmg 2d6 (1)
Knife Str+d4


LMG Team (3)
Ag d8, Sm d6, Sp d6, St d8, Vg d8, Pace 6, Parry 5, Toughness 6
Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Rock n’ Roll
MG-42 Rng 30/60/120, ROF 4, Dmg 2d8 (2)
Luger Rng 12/24/48, ROF 1, Dmg 2d6 (1)
Kar98 Rng 24/48/96, ROF 1, Dmg 2d8 (2)
Bayonets Str+d4


Rifle Team (5)
Ag d8, Sm d6, Sp d6, St d8, Vg d8, Pace 6, Parry 5, Toughness 6
Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Kar98 24/48/96, ROF 1, Dmg 2d8 (2)
Bayonets Str+d4


Everyone has Grenades Rng 1/10/15, ROF 1, Dmg 3d6 Med Burst Template.

NEW ABILITY/EDGE

COMMISSAR

A Commissar may make a combined Group Intimidation/Shooting attack against any friendly unit within 6”. This counts as a single action - there is no multi-action penalty for this combination (unless it is combined with other actions, i.e. running) The shots must be taken at the nearest/easiest to hit member of the unit. If the group intimidation roll is successful (whether anyone was successfully executed or not) all shaken members of the unit immediately recover. Additionally, if successful, all units within 12” of the commissar are +2 to any morale tests for the remainder of the turn. If the roll goes bust (roll of one on the intimidation die) any unshaken members of the unit (or other friendly troops within 6” of the commissar?) will immediately attack the commissar.


THE GAME

Gary showed up and we diced randomly to see who would play whom. I ended up with the Russians and Gary played the Germans.

(Remember: click on the pictures for a bigger version)

TURN ONE


Gary set up…


… then I set up…


… and we were on our way! All the Russians did on the first turn was RUN!!!


3rd Squad moving up.


2nd Squad making a run for it across the open, 1st squad is in the background. The Germans did fire on 2nd squad but didn’t hit anyone.

TURN TWO


The Germans cut 2nd Squad to pieces. They failed moral…


3rd Squad continued it’s advance towards the objective.


As did 1st Squad, though they’d have an LMG team to deal with first…

TURN THREE


Third Squad ran at the Germans as fast as they could. Firing his PPsh SMG from the hip the Sergeant actually hit and knocked out one of the Germans in the trenches (Running, Full Auto, hard cover… only a 12 to hit… three aces hits with a raise!). The leading rifleman tossed a grenade though he missed, he didn’t me by much (close DOES count with hand grenades – and horse shoes…) the grenade went off next to the trench and knocked out the second rifleman (+4 toughness from cover doesn’t help much when you roll 19 for damage).

After the slaughter of 2nd squad the previous turn things were looking pretty grim for the Russians. After this little bit of luck things looked… well… slightly less bleak. The German flank was exposed somewhat. Already it was clear to me that the victory points for enemy killed would definitely win it for the Germans – even if the Russians did manage to take the objective….

The German LMG team then fired on the 1st squad knocking down the squad leader and a rifleman, causing them to fail morale!


Since grenades worked out so well for the Russians, Gary thought try throwing a couple potato-masher back… it didn’t work quite so well…

Around this time Mr. Miller joined us and took over the Russians. In true form he had Commisar Pavlovich rush up and try out his new Commissar edge – he executed one of the riflemen in 1st squad and the rest immediately recovered!!

TURN FOUR


Gary tried again with the grenades and was a little more successful, knocking down three more Russians.


The third squad carried on their assault and threw even more grenades back at the Germans knocking out two of them. One, which was thrown from medium range, scattered so wildly it blew up near Feldwebel Wieneschnitzel (hiding behind the objective in the top right of the above picture!). The remaining rifleman in the rifle team failed morale.

The Squad Leader from Second Squad recovered and started firing his SMG at The remaining German rifleman in the ruined building and hit!? Medium Range, Full Auto, Hard Cover… only needs a 12 – rolled a 13!? Being shaken from the moral failure all he had to do was beat his toughness of 6 on 2d6…. Rolled a 3…

The Gemran LMG team K.O.ed two more riflemen in the Russian 1st squad, who then failed morale again… You’d think they’d have learned after the last fellow was executed.

TURN FIVE


Commissar Pavlovich cocking hit SMG menacingly must have been motivation enough… 1st squad drew a joker – for Fortune and Calamity they rolled “Teamwork” and the Commissar joined them. They recovered all on their own advanced on the German LMG position, throwing grenades, while the Commissar sprayed them with bullets from his SMG. It must have LOOKED impressive… too bad the Germans ducked…

Later in the turn the German LMG team finished off 1st squad and tagged the Commissar in the process, causing two wounds… which were promptly soaked!

Lieutenant Postnikov, like the Second Squad’s commander the turn before, sprayed bullets at the remaining German rifleman in the building and hit, but caused no damage!?


The Russian Third Squad rushed the building. Feldwebel Wieneschnitzel, who had been on hold attempted to interrupt… The Russians sprayed bullets and grenades all over the place. The Feldwebel sprayed bullets all over the place. The was a moment of silence… when the smoke cleared they realized nobody had hit ANYTHING!?

The (still shaken) German Rifleman then crawled away from the window and the Russians entering the building, hoping no one would notice him.

TURN SIX


The Russian Platoon commander rushed up to the window recently occupied by the German Rifleman, he sprayed bullets in after him, hitting him THREE TIMES!! HE was done..


The German LMG team decided Commissar Pavlovich was nothing to worry about, but it sounded like their Squad Leader needed help in the building, so they vacated their position and made a run for it. Upon entering the building they sprayed bullets at the remains of the Russian Third Squad (so… Running, Snapfire, Full-Auto….). They actually hit one rifleman knocking him down, the remainder of the squad failed morale…

Feldwebel Wieneschnitzel then sprayed more bullets at the Russian squad, knocking down two more. Only the Squad Leader remained…


The Russian Third Squad Leader recovered and advanced into the ruined building and took cover behind some crates, but took no further action.

TURN SEVEN

Rolling for game end… nope, not this turn…

The LMG team fired, again from the hip, at the commissar, missing.

The Russian Second Squad Leader fired at Feldwebel Wieneschnitzel well inside the building (medium range, full auto, though a loophole… 14 to hit…) and actually hit him, but caused no damage (this seems to becoming a regular theme…)!?

Lieutenant Postnikov fired at the LMG team, the loader was hit and shaken.


Commissar Pavlovich and Russian Third Squad Leader threw grenades at the LMG team, but missed. The one from the Russian Third Squad Leader went clear over the Germans and landed a little too close to the Commissar – shaking him!

Feldwebel Wieneschnitzel then charged into close combat with the Russian Third Squad Leader and stabbed him dead! (Gary wanted to see how close combat worked…).

TURN EIGHT

Roll for game end: The game will continue at least another two turns…


Things seemed, to me at least, pretty up in the air until this point. I really thought it could go either way…. Then Feldwebel Wieneschnitzel pulled a JOKER! For Fortune and Calamity he rolled “Out of Ammo”, which he applied to the Russian Platoon Commander. If that didn’t suck enough for Lieutenant Postnikov, the Feldwebel then ran wound the corner of the building and filled him full of lead – a full-auto blast from his MP-40 hit Lieutenant Postnikov THREE TIMES (one with a raise). After all the damage and soaking was done and the dust settled Lieutenant Postnikov had two wounds and was shaken!

The Russian Second Squad Leader rattled off a burst at Feldwebel Wieneschnitzel, who was now at short range and in the open, but the Feldwebel’s luck held and he remained unscathed.


The LMG team opened up on the Commissar at extremely close range, causing a hit and a wound but jammed their gun in the process. The Commissar Quickly recovered however and shot back at the LMG gunner shaking him!

TURN NINE

The game-end dice roll declared the game would end at the end of this turn.

The DP gunner in the Russian Second Squad finally recovered from being shaken. He and the squad leader advanced spraying bullets at Feldwebel Wieneschnitzel, missing wildly.

Commissar Pavlovich again shot the LMG gunner, hitting him, but failing to finish him off.

Lieutenant Postnikov failed to recover from being shaken, so he crawled around the corner for better cover.



The German LMG team loader recovered from being shaken but could take no action. The ammo bearer steped out the door and tried to shoot Lieutenant Postnikov, but missed. Feldwebel Wieneschnitzel ran back into the building and sprayed bullets at Commissar Pavlovich, which shook his resolve once again; “Could a communist utopia really be worth all this trouble…?” Well we didn’t find out as that was the end of the game.

Conclusion

Well the Germans won. According to the victory points originally laid out the Russians got five (for knocking out Germans), and the Germans scored NINETEEN (also just for killing Russians). Technically no one held the objective, though I probably should have stipulated that there should be “no UNSHAKEN enemy within 12”… I never did figure out degrees of victory (minor victory, major victory, etc…) I’d say it was a victory… they held their position against an attack of 2.5:1 odds (I have another 12 Russians on the workbench that will be finished by next Monday, though… BWA-HA-HA-Ha… ha… ha….), but it was at a cost.

I rolled for survival later on. I gave the Russians a -2 since they lost and the injured would have been more or less left for dead. The tally in the end was as follows:

Russins
KIA/DOW 12
Serious Injuries 4
Light Injuries 2
Minor injuries/Walk Aways 2

Germans
None Killed
Serious Injuries 3
Light Injuries 1
Minor injuries/Walk Aways 1

The German victory looks a little more secure in this light, don’t it…?

NEXT WEEK

Well I really want to get going on some Cold War Commander… but I do have another 12 Russians that I’ll have finished… and that KV still hasn’t seen any action…

As Future War Commander is expected to arrive at the Dragon’s Den by the end of the week (or maybe early next week) I’m pretty sure the following week we’ll be busting out the micro sci-fi toys to try that out!!