Double Envelopment – Soviet V German – 1000pts

This is the second battle I had last weekend, this time against my brother, Lee.

Battlefield and Mission

I changed the field up from the night before, but kept the forest and marsh theme. We rolled a random mission from the main rulebook, netting Double Envelopment.

Half our force would be in reserve, with no out flanking. We would score one point for each enemy unit destroyed, two for each friendly unit in the enemy deployment zone, and three for each friendly unit that moved off the enemy deployment edge.

Disposition of Forces

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Lee took control of the Soviet force, which was the same as the last battle. This included a 1st lieutenant with one staff, three LMG squads (two with 11 men, one with 10 men, all with a single LMG), conscript rifle squad, 10 man tank rider squad, two Zis-3 divisional guns, a Maxim MMG, and a T-34/76.

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I commanded the German force including a 1st lieutenant with one staff, two veteran Heer squads each with 10 men and LMG, one Heer Pioneer squad with flamethrower, an MG-42 MMG, Hanomag halftrack, Sdkfz 222, and a Panzer IV G.

Order of Battle

Lee deployed one Zis on the road on his right flank, and another in the forest in his centre-left flank. His Maxim was set up in the forest in the centre, conscripts just behind the hill on the right, and one 11 man LMG squad on the far left flank.

I deployed my veteran Heer squads on my left flank, Lieutenant just behind the ridge, and MG-42 on the ridge.

Turn one and I advanced both my Heer squads. They opened fire on the conscripts (though most of the squad was hidden by the hill), adding a couple of pins and killing a few. The conscripts rolled a 5 on their Green test and became regular, but when ordered to move they went down. The Zis guns tried to take out my MG-42 unsuccessfully, while the Maxim fired on one of my Heer squads unsuccessfully.

Meanwhile my MG-42 picked off one of the crew from a Zis team, and the LMG squad on the Soviet left ran up the flank.

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Turn 2 and disaster struck when one of the Zis crews obliterated my MG-42 – something that took me 7 turns of shooting to do in my last game! The Maxim scored some damage on one of the Heer squads, before both advanced. The one on the left inflicted more damage on the conscripts (who went down against when ordered to advance), and the other killed two of the three Maxim crew – the last stayed put though.

Lee’s two LMG squads in reserve both showed up this turn. One ran on the centre left to support the LMG squad that ran further up the left. The other came on behind the conscripts and opened fire on the Heer opposite, scoring hits and kills. For me, the 222 was called to the field and set up behind the forest on the far right, opening up with its MG on the LMG squad opposite. A stray Zis shot was triggered in response.

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Finally, all other reserves failed to materialise.

Turn three and it was wall to wall red dice to begin with. On the left, LMG squads advanced. One fired on my 222, netting a pin. The Zis guns failed to hit anything, along with the Maxim. On the Soviet right, the conscripts passed their order test and with the LMG squad advanced, both netting hits on the Heer on my far left and causing casualties.

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My Heer tried to advance, but both went down. Things went from bad to worse when not only did my reinforcements still fail to materialise, but the T-34 arrived, opened fire on my down Heer, and still scored hits when it needed 6s then 6s!

Meanwhile, on the right, the 222 passed its order test and continued firing on the LMG squad opposite.

Turn 4 and it was more red dice to start the turn. The LMG squad and conscripts on the Soviet right advanced and lay the hurt on the Heer. The other Heer squad stayed down as the T-34 advanced all guns blazing, and the tank riders disembarked to throw down more pain. On my right, the LMG squads advanced and pinned the 222 again, which kept itself down when ordered to fire.

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My halftrack still failed to materialise, but my Panzer IV arrived. I fired on the T-34 with the main gun, but missed, and used the MG on the Zis in the forest, managing to kill a single crew member.

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Finally, I used my Lieutenant to Snap To! my Heer on the far left. The two then conducted an assault on the conscripts, seeing them off without loss.

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Turn 5 and it again began with a tide of red. First the tank riders assaulted and mopped up one of my Heer squads with ease. Then the T-34 tried to take out my Panzer IV, but only netted a pin.

I had my Lieutenant Snap To! my last Heer squad again and conduct a do or die assault on the LMG squad on the Soviet right. My rolling was not good this time, I only scored three kills. The Soviets then struck back with a vengeance, scoring 5s or 6s on five out of their seven dice! And so the Heer and Lieutenant were no more.

My halftrack finally arrived, and put a pin on one of the LMG squads coming at my right flank. But in the very next dice it was blown apart by a Zis, forcing the Pioneers out and down. The LMG squads opened fire on the Pioneers, pinning them further, and killing more members of the squad.

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In positive news, my 222 was able to fire on the LMG squad and net hits even with 2 pins. My Panzer IV also took out the T-34, but its MG didn’t do anything this turn.

Turn 6 and it was clear things were over. Lee moved his squads on the right up, both being in a position to make it off the table in the event of a turn seven. The Pioneers continued to be fired upon and lay on the ground in fear for their lives.

The Panzer IV and 222 did what they could, and I was able to see off one Zis, but it was but token resistance.

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Turn 7 was rolled resulting in two Soviet squads exiting the field through my deployment, as well as the destruction of the Pioneers. The 222 was unable to clear its one pin and went down again, and the Panzer IV and last Zis shot at each other without effect.

Thus the battle concluded.

Aftermath

Another decisive Soviet victory! With two squads off the field, one in my deployment zone, and six of my units destroyed, Lee netted 14 victory points to my 2.

The dice were very much not in my favour. I failed the majority of my order tests, and my shooting was atrocious. The Soviets on the other hand showed strong resolve, and that they were very keen shots.

Addendum: I forgot to add that, yes, I did forget to recce move my 222 every time. I don’t believe it would have made a difference though.

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Battle of Pleshchenitsy – Soviet V Germany – 1000pts

After a long hiatus, here’s my first game of Bolt Action for 2018. On the other side of the table was Andrew, and both of us were eager to avoid the stalemate experienced in our last battle (Soviet vs IJA)

The Battlefield and Mission

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Andrew had recently acquired the Road to Berlin campaign book, so we decided to play the Battle of Pleshchenitsy. The scenario calls for a battlefield of dense woodland and shallow marshes. Lacking the latter, I quickly got some together that day (I’ll post up about these in the Future).

The mission for this scenario is Envelopment, just as in the main Bolt Action rulebook. The Germans are defending and score 2 points for every enemy unit destroyed. The Soviet are attacking and score 1 point for every enemy unit destroyed, 2 points for every friendly unit in the enemy deployment zone, and 3 points for every friendly unit that moves off the enemy deployment edge.

In addition, Soviets get a bonus to forward air observers (which the Germans are denied taking). Had I known this beforehand, I might’ve taken one, but probably not. The battle also lasts 8 turns with possible 9th and 10th turns (which neither of us realised till the end of turn six!)

Disposition of Forces

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I took a 1st Lieutenant with one staff, my free 12 man rifle squad with AT grenades, two LMG squads with 11 men including LMG, one LMG squad with 10 men including LMG, a tank rider squad with 10 men, a Maxim MMG, two Zis-3 divisional guns, and a T-34/76. All units were regular (except the free rifle squad of course).

Andrew fielded a 1st Lieutenant with one staff, two Grenadier squads with 10 men including LMG, a sniper team, two MG-42 MMG teams, a Pak40, Schwimwagen, and a Panther (not sure on the variant).

Order of Battle

Andrew deployed one Grenadier squad to the right of the forest on his mid-right flank. In the forest he positioned an MG-42 and the Pak40, as well as the Lieutenant. Just left off centre was positioned the second MG-42, with the sniper team in the forest on the ridge. All other units began in reserve.

I elected my T-34/76, tank riders, and 10 man LMG squad to be placed in reserve and out flanking (which the scenario allowed). Secretly I noted that the T-34 and tank riders would come on my right flank and LMG squad on my left. The rest of my force formed the first wave.

Before the start of the battle, a preparatory bombardment rained down on the Germans. The Pak and sniper team escaped without a scratch, the grenadiers and one of the MG-42s suffered one pin, and the Lieutenant and other MG-42 suffered direct hits! They received two pins and lost a man each – the Lieutenant passed his Last Man Standing/50% casualties from shooting test though.

First turn involved a lot of moving and not much else. One MG-42s both rallied (clearing all pins), and the other successfully went into ambush. The Lieutenant failed his order test to rally and went down. The Pak40 and sniper went into ambush, and the Grenadiers moved up and right towards the forest on Andrew’s far flank.

For my part, my first 11 man LMG squad came on the left flank and did the only bit of shooting for the turn, managing to pick off a Grenadier with sharp shooting from the DP-28. Next to them ran the Maxim, with the two Zis guns coming on centre left and just left of the forest in my centre. Towards the marsh in the centre right I ran my second LMG squad, with my conscripts to the right of them.

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Turn 2 provided the first highlight of the battle. The German Lieutenant FUBAR’d his order test and fled to the back of the field. I then moved my LMG squad on the left up and shot at the Grenadiers again, once more causing losses. They failed their order test and went down when Andrew tried to advance them.

My Maxim and conscripts both moved up – which put the conscripts in spotting distance (just) of the sniper team. My second LMG squad moved up into the marsh, in response to which the sniper opted to take a shot and hit, but failed to score a kill. The MG-42s then all opened fire. The first failed to do anything, but the second dropped a couple of brave Soviet soldiers in the LMG squad.

Andrew opted to keep his Panther and Schwimwagen in reserve, but brought on his second Grenadier squad on his left. My Lieutenant dallied around in the forest in the middle.

Finally, my Zis guns tried to take out the MG-42 in the forest opposite and both missed. This would become a theme of the battle.

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Turn 3 and the conscripts advanced, opening fire on the sniper team and scoring a hit! But failed to net a kill. The sniper decided to keep his head down afterwards, which pleased me greatly. What didn’t please me greatly however was how the two MG-42s once again opened fire on my LMG squad in the marsh. More kills and more pins meant they were down for the turn.

My LMG squad on the left continued its successful advance though. And my Maxim moved up beside them to provide support next turn. The Grenadiers were able to pass an order test pick off one of the Maxim crew though.

On the right, the Grenadiers advanced and were joined by the Schwimwagen, who both opened up on the conscripts. The good news was I didn’t roll a 1 on their Green test, the bad news is I didn’t roll a 5 or 6 either. Also, Andrew’s Lieutenant finally decided to rally.

Finally, my Zis guns both missed. Again.

Turn 4 and I was ready to bring my outflanking units on, now they could come on up to 36” in. the Schwimwagen got the first dice however and moved up onto the road, and lay into the conscripts. I tried to get them to run at the Schwimwagen in response, but they decided laying on the road was a better idea.

On the left, my LMG squad continued doing good work, before the first of my out flankers showed up. Bringing on my third LMG squad, I opened up on the weakened Grenadiers, seeing off the rest of the squad. My victory was short lived however as the Panther was next to arrive. Right next to my outflanking LMG squad. 12 MG shots, 11 hits, 11 kills. And the LMG squad was no more.

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I was quick to respond though, bringing on my T-34 and tank riders. I knocked out the Schwimwagen with the main gun and put the hull MG into the Grenadiers. My tank riders them dismounted and opened up on the Grenadiers. This was a mistake, I should have assaulted. Andrew put the grenadiers down, and I scored less than 50% hits from my 20 shots and only a single kill!

Meanwhile, in the centre, things went as they had been. I put my squad in the marsh down as the MGs opened fire again. The Sniper decided to keep his head down once more, and my Zis guns both missed. Their ineptitude was Most Displeasing.

Turn 5 and the Grenadiers netted the first dice, opening fire on the tank riders and killing two. I was able to respond with the next dice though and assaulted the Grenadiers, making short work of them. The MG-42 in the centre turned and fired on the tank riders, but wasn’t very successful, and I moved up the T-34 to cover them.

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On the left, the Maxim decided not to run behind the hill away from the Panther and instead went down. Said Panther opened fire on the LMG squad on that flank. Having seen what it did to the 10 man LMG squad, I put them down. Meanwhile the conscripts decided to stop laying about on the road and ran along ridge beneath the sniper.

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In the centre, things continued as ever. Machine gun fire rained down on the squad hiding in the marsh, and the Zis guns continued to be unable to hit the backside of a barn.

Turn 6 and the T-34 and the tank riders moved off the field. If I’d known it was an 8 turn minimum game, I probably would have kept the T-34 around, but it didn’t really matter. The conscripts passed their order test again, advanced, and opened up on the sniper. Not only did they get a hit, they scored a kill, and the sniper failed his morale o stick around.

The rest of the turn was uneventful, with LMG squads rolling around on the ground as machine gun fire flew every which way. The Maxim ran behind the hill, and I wondered whether the Zis crew had actually brought live shells to the battle or left them all back at the depot.

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Turn 7, 8, and 9 I shall deal with all at once, because they weren’t very exciting. The LMG squads lay on the ground for these three turns while the sound of tearing calico echoed out across the battlefield. By turn 9 Andrew decided to make a move on the Maxim with the Panther, but that was wholly uneventful.

For my part, it turned out the Zis crew had actually brought some live shells! In turn 7 or 8 I finally managed to hit the MG-42, obliterating it. Then, it turn 8 or 9. I hit the Pak40, killing three of the four crew and causing the last to quit the field.

Finally, on the right flank, after two good turns, the conscripts spent the rest of the battle laying down.

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Aftermath

I was a little worried early in the battle when my right flanked look a bit dubious, but as it turned out it was a very solid Soviet victory. With two units having moved off the table, and having destroyed six German units, I netted 12 victory points to Andrew’s 2.

The poor performance of my Zis guns Did Not Impress me. Of the 16 shots they took between them, they only netted two hits! I really regretted not using indirect fire by turn four. For Andrew, his Panther obliterating a squad was very impressive, and his MGs did the job, but his left flank folding was decisive.

 

Infinity Mountain Board – A Level of Complete

Over the past few weeks I’ve been working on the next buildings for my Infinity snow board. They’re now complete!

The Buildings

01 - New buildings

I built two L shaped buildings and another raised square building. In addition, I finally got my armoury/objective room building painted.

02 - Raised Building

The raised building is the same as my existing raised building, but the ramps are the other way round.

The two L shaped buildings are also mirrors of each other. I gave this one a camo pattern along the lower half of the wall. Sponge on green fairly heavily. Then, just dabbing, sponge on white and last black.

I like how they turned out and they give me more than enough to have a full table of snow themed terrain, although I still could do with themed scatter.

The weekend been being a long weekend, I set up a table and had some mates around to demo Infinity. Two 150pt games that were short and brutal.

Next Time

For some reason I feel motivated to work on my American Civil War Union forces, despite the lack of opponent. I still need another box of infantry and artillery each, but I’ll focus on getting painted what I have first then get those.

With the cricket season over I might also see about getting some games of Bolt Action too.

So until then, happy wargaming!