Category Archives: Sessions

Try It Again – With Charts and Errata

Charts, Errata and  a better understanding of the rules does make a difference.  Shocking!  Been learning and relearning this for decades.

While the actual CRT is somewhat bloodier, the Errata is crucial.  I caught the wrong lettering for the entry areas, but missed the difference in setup for four Soviet units.  Absolutely changes the game.  These units were in the vicinity of Stalino and “V” (see previous post), but now are in the front lines directly opposite the panzer divisions.  This makes a breakout just that much tougher. Here’s a link to the Errata.

Another big mistake on the first game was the assumption that the Germans could automatically withdraw from a ZOC.  Oh No. Soviets can using the withdrawal chart, but the Germans cannot.  This means they are “locked” in ZOCs.  Makes maneuver difficult. This was a topic of some discussion in blogs, but the consensus seemed to be that the system worked just fine with this apparent limitation.

The Germans opened the new game with another attack in the center.  It made limited gains, primarily due to the change in dispositions discussed above.  The panzer units are not that strong, even with the doubling of combat power due to unit integrity. With the center holding, the Soviets had the luxury of shipping their reinforcements to Stalino, with local units building a defense in depth against the immediate panzer threat.

The German used both infantry and armor units to continue the attack in the center during Turn 2, causing Soviet units to pull back. Their second movement phase was used to envelope exposed Soviet divisions.  The Soviets countered by minor shifts in units (their primary units were ZOC’s Up), and building a defensive line running Gorlovka-Stalino-Taganrog.

Situation End Of Game Turn 2 (Ignore the A in the second turn column…..sloppy)

Start-Up

Played four turns of Rostov.  Won’t discuss the rules problems….well it was really a chart problem…..enough.

Here’s an abbreviated account.  Will do my customary re-set after butchering a first playing.

The Germans opened by blasting through the Soviet Center , racing eastward.   The Soviets responded by holding the shoulders of the salient, and rushing reinforcements to a defensive line forming in the vicinity of Voroshilovgrad (to be referred to as “V” from here on out).  The Soviets receive four randomly drawn units each of first few turns, then three.  Rail movement sped the reinforcements westward despite Axis aircraft interdiction.

Both panzers and their supply units continued eastward during Turn 2, with forward elements coming into contact with the Soviets.   A probing attack pushed back Soviet units defending “V”.  The supply units were able to maintain their “chain” of six hexes (roads count 1/2 hex).  Loss of supply halves movement and combat strength.

The Soviets continued to feed troops into the threatened area running from “V” to Rostov.  Attempts to withdraw from their  exposed salient west of Kharkov failed, though without loss.

During Turn 3, the full strength panzers maneuvered to envelope Soviet units, but the attacks failed to inflict any real damage. This was despite a doubling of attack strength for armor and mechanized units due to divisional integrity. Meanwhile, strong infantry units entered from the western map edge.

The Soviets continued to buildup their defenses, now extending their defensive line southeast to Rostov, itself.

The German infantry opened Turn 4 by penetrating the southern flank of the Soviets defending Kharkov.  However, the eastern advanced ground to a halt waiting for reinforcements.

A challenging game.  With the proper CRT and game unique charts covering disengagement of Soviet forces and weather, it should be even better.  Either way, the Axis has its work cut out!

 

A Month?

Not quite, but damn near.  Eclipses, Family, Friends…..and about 4,000 auto miles.

New game on the table before I launch off again.  A relative of Panzergruppe Guderian – Rostov.  Part of the Army Group South quad game, also released as a single game, and then released much later in S&T,

Same untried Soviet units, but both sides can move armored/mech/cavalry units a second time during a turn.  Lots of exclusive rules.

Have it set up and will start this evening.  Here’s the initial deployment as prescribed by the rules.

I know…….the green Soviet counters just look wrong. Tombstone shot glass has the Soviet reinforcements.

Leningrad – End

Rainy cool weather, so I decided to finish this one off.

The Germans were able to push their way into the western suburbs of the city during Turn 9.  However, they had to withdraw from Norvogrod.

Situation End Of Turn 9

During Turn 10, the Germans attempted to clear out Soviet units just south of Leningrad in order to open up the remaining fortified suburb south of the Neva River for an attack from three different hexes.  This attack was only partially successful, with one Soviet armored unit (9-3-7) still blocking the southern approaches.

Situation End Of Turn 10

Desperate, German armor attempted a low odds overrun (also a 2-column shift), and was able to force the 9-3-7 to retreat.  The following attack on the Southeast suburb only reduced, but did not destroy Soviet units.

Situation End Of Turn 11

In the 12th and final turn, the Germans mounted a forlorn hope attack across the Neva in an attempt to take one of the two victory hexes.  The attack was unsuccessful.  There was no change from the situation at the end of Turn 11.

Neither side had any victory points.  The Soviets did not reduce or destroy any German armored/mechanized  formations, and the Germans did not take the two northern suburbs of Leningrad.  The result was a Soviet tactical victory.

Some thoughts about the game in a followup post.

Leningrad – Enemy At The Gates

 

Uhhhh…wrong epic siege…..

The German advance continued during Turns 7 & 8, with successful attacks eliminating Soviet forces along the Luga River.

However, beginning Turn 7 Soviet reinforcements began applying  pressure from the south.  A German infantry corps was diverted to Novgorad.  The Soviets used Turn 8 to bring up even more units for an attacks that reduced the Germans to an under strength division.

Looks like it will be a slugging match to take the city, and the Germans will have to divert forces to contain the Soviet pressure.

Germans Advance Turn 7.  Attack On Luga Line Begins.  South Flank Exposed.

 

Turn 8 Germans Clear Luga River Line, But Soviets Reinforcements Mass And Attack In The South

 

Situation End Turn 8

 

Even More Leningrad

Hacking away and having fun with this little game.

Germans now approaching the city from the Northeast, but with some pressure in the South.  Soviets feverishly building fortresses and feeding reinforcements in to delay the assault.  Question is, are there enough and can they be massed for a concerted defense?

Situation End Turn 4
Situation End Turn 5
German Phase Turn 6
Skewed View of Situation End Turn 6

Leningrad – Turns 2 & 3

Been lazy about posting up and following up on play.

Germans continued their advance during Turns 2 and 3, but Soviet opposition in and about Leningrad is beginning to take shape.  Big question for Germans is to whether to continue their advance on a northeast axis, or divert resources to cut roads in the Peipus marshes.

A bad role during Turn 3’s combat phase left a stubborn Soviet unit deep in the German rear.  This is similar to what happened during the actual campaign.

Here’s a photo recap.

German Situation Start Of Turn 3
Situation End Of German Phase Turn 3
Situation End Of Turn 3 With Soviet Reinforcements

Leningrad – Opening

Belated post from last week’s opening action.

After enveloping infantry units near the border, German units encountered unanticipated strong (note 10 strength unit) Soviet armor in the south.  This is the beauty of the random/unknown unit picks at set-up.

Two over-extended German infantry units were eliminated by a Soviet counterattack.  The other rules-mandated counterattacks in the north were defeated.

Don’t know if the Germans can create another Kesselschlacht in Turn 2 to eliminate the armored threat.

Here’s a impaired-photo summary of Turn 1.

German Opening Move
Soviet Mandated Counterattack
Soviet Armored Counterattack Eliminates Overextended German Infantry

1942 – Game Over

Powered through the game last night.  Once you get going, it is as advertised…..a game that takes about 2 hours.  And, it’s  a lot of fun.

Should have done a better job of documenting turn-by-turn highlights, but I did take pictures.  Here’s the narrative highlights.

Beginning with Turn 3, the Japanese continued to pressure both American and Commonwealth forces, undertaking flanking attacks where they could get 3-1 or 4:1 odds, typically augmented by at least a +1 D6 roll modification due to air support.  The Japanese were fortunate in that their attacks resulted in surrender results, which maximize victory points.

First Commonwealth, and then  American forces withdrew to their fortresses of Singapore and Corregidor, respectively.   There are no stacking limits in fortresses, so the Japanese were again forced to make low odds attacks.

The Turn 6 attack on Corregidor was at 3:1, with a +1 D6 roll.  The Americans surrendered.  The Japanese used Turn 7 to transfer air units.  On the last turn of the game (Turn 8), the Japanese attacked Singapore, using all of their air power, including aircraft carriers.  This support was countered by the lone Commonwealth unit, but augmented by Dutch air.  That one air unit made all the difference.  The 2:1 attack had a D6 roll of “2”, which modified by the +2 for air, with a result of “no effect”.  If it had been a +3 for air, Singapore would have fallen.

The result was a marginal Japanese victory, as there were too many surviving Allied units (which reduce Japanese VIPs).

While not a simulation by any stretch of the imagination, this game forces the Japanese commander to shift resources and make attacks at lower odds than one would want; just like the real campaign.  Likewise, the Allied commander has to eventually withdraw to fortresses, and hope for a positive outcome.

It’s tense, quick and fun.

American Right Flank Is Disrupted. Japanese Close In On Dutch Garrison In Pemangkat. Dutch Air Umbrella Now Extends Over Singapore.
Commonwealth Withdraws Into Singapore. Americans Preparing To Withdraw From Luzon To Corregidor
Both Commonwealth And American Troops Retire To Their Fortresses. Dutch In Pemangkat Are Surrounded.
Japanese Attack And Capture Corregidor. American Units Surrender
Japanese Repulsed By Dutch
Final Assault On Singapore

 

 

1942 – Japanese Surge

Back at the Pine Cone Lodge.

During the Allied (first) Phase of  Turn 2, the Japanese suffered a slight reversal when the Americans destroyed the disrupted unit in Northern Luzon, and their main attack in the Malayan Peninsula was pushed back by Commonwealth forces.

Despite this, the Japan build-up in both areas continued unabated, at the cost of the additional naval movement points to sustain the landing areas.

Situation At End Of Allied Phase Turn 2. Disrupted Japanese Unit In Northern Luzon Has Been Eliminated.

While the Americans were able to stall strong Japanese attacks supported by Formosa based air units, the Commonwealth suffered a severe defeat in Northern Malaya.  A bold (2:1 with +1 modifier due to naval air) attack resulted in four (!) Commonwealth units surrendering.

During Turn 3, the British commander,  faced with the possibility of overwhelming flanking attacks, ordered a general retreat into the Fortress of Singapore.  The Dutch responded by shifting their lone air unit to support Singapore.  Japanese units then moved to surround the fortress.  The Americans chose to consolidate their Northern Luzon defensive line and await the inevitable Japanese buildup and assault.

Situation At End Of Japanese Turn 2

A good game!!!