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IABSM Battle Report;

18/07/05  Soviets Vs Nigel's SS 1944
We hadn't used Nigel's Panthers much at all over the last few months so after the fun game we had
last time in France with them, we decided to give them another outing, this time against the Soviet
Red Army.

I had the idea of a technically superior, Veteran, German force holding off a Soviet force which had
learnt a lot of lessons since 1941 regarding flexibility and approach of command and control.

IABSM as a rule set offers you a great chance to do this.  Soviets really change in equipment and
nature throughout WW2 accurately reflecting the improvements that the Red Army underwent.

Nigel's fearsome force was a very different kettle of fish from the German forces that had invaded
during Barbarossa in June 1941.  Gone were the Panzer III's with short 5cm guns.  The German
Panzerwaffe was now equipped with the fearsome 88mm Tiger, the PzKpfw V aka Panther, perhaps
the best tank of WW2 armed with a high velocity, long barelled 75mm, and featured many variants of
Panzerjagers; Marders, StuG's, Hetzers, 'Guderian's Duck's' to mention some.  For this game we
decided to use a pair of Jagdpanthers - truly awesome kit.

Qualitatively, there was little hope of success for the Soviets.  Not even I own enough Soviet tanks
to take on such a force.  It would take an entire Battalion of T-34's at least in a straight fight and in
this action the Germans were defending!.  Or to look at it historically, the German Panzerwaffe was
outnumbered 7:1 by the Red armoured forces in 1944 and so I would need 105 tanks!

I decided to mix my T-34's between the newly arrived variant with the 85mm gun in a three-man
turret, and the older 76mm variant with a two-man turret.  I like to recreate run of the mill forces for
my Soviets, no Josef Stalin tanks for me - yet!  The SU-100 whilst fearsomely armed was,  typically
for the Soviets, also incredibly thinly armoured.  I also decided to use a Company of T-70's a very
useful light tank for recce but not really up to taking on SS big cats with an armour rating of 4.

As such I decided to move the goalposts continually throughout the scenario to keep Nigel on his
back foot.

Firstly, I decided to hit the German's with Katyusha strikes as a prelude to the assault.  I had tipped
Nige off that these had already occurred prior to the game, but hadn't told him to expect any stonks.

Evil, on my part, but a true reflection of the increased capability of Soviet artillery since 1941.  Still
lacking co-ordination and a decent observer system they were capable of incedible firepower.  I
wanted to make Nigel reel under the weight of 'Little Katy'

I also decided that although letting Nigel think he had arrived in time to block the assault he was in
actuality too late as Soviet Engineers had built sunken bridges just below water level ready for the
Red Hordes.

Too make it more unpredictable for myself and again to reflect the Soviets hit and miss approach to
things I decided to dice for bridges and Katyushas - D4 in both cases.

Another nasty surprise was to be in the shape of OT-34 Flamethrower tanks.  I'm a big fan of these
and everyone here knows it.  The sheer terror effect of these weapons on opposing  players far
outweighs their actual usefulness on table.

The 6' x 4' area fought over featured a long winding river, a small battered village with numerous
copses to aid defence, but with large open areas too.  A real nightmare for an attacker!
SOVIET BRIEFING

It is late summer 1944.  Operation Bagration has been launched to smite the fascist vipers and
destroy their nest in their so-called Third Reich.

You command a T34 Company and have been ordered to attack across a river.  You must make all
haste before the enemy try to reorganise themselves and attempt to block your assault.

Unbeknown to the enemy Soviet engineers have constructed D4 hidden bridges just below the
waterline.  Otherwise the river is fordable to vehicles but only at 1D6 progress.

You are supported by a D4 Katyusha strikes, which will fall on the enemy and stun him hopefully
allowing your forces to cross unhindered, and limited air support.  

You must deploy no further than 6" from the table edge.

You may leave forces off-table but these will be diced for randomly and only one blind per turn may
arrive.

Za Rodinu!


Inf Pltn 1              Three SMG Squads (8 men)                                 
                        Jnr Sgt BIG MAN 8 (D6)

Inf Pltn 2              Tank Killer team (4 men)

Inf Pltn 3              Tank Killer team (4 men)

Armour 1-3         Three SU100 (Fast, Armour 5, Gun 13)
                        Jnr Lieutenant BIG MAN 7 (D4)

Armour 4-7          Two T34/85 (Fast, Armour 7, Gun 11)
                         Two T34/42 (Fast, Armour 6, Gun 7)
                         Captain BIG MAN 1 (D4)

Armour 8-10       Two T34/85 (Fast, Armour 7, Gun 11)
                        T34/42 (Fast, Armour 6, Gun 7)
                        Jnr Lieutenant BIG MAN 2 (D4)

Amour 11-13       Two T34/85 (Fast, Armour 7, Gun 11)
                         T34/42 (Fast, Armour 6, Gun 7)
                         Snr Sgt BIG MAN 3 (D4)

Armour 14-16      Three OT34 Flamethrower Tanks (Fast, Armour 5, Gun 7)
                         Jnr Lieutenant BIG MAN 4 (D4)

Armour 17-20      Four T70 (Fast, Armour 4, Gun 4)
                         Snr Lieutenant BIG MAN 5 (D4)

Armour 21-23      Three T70 (Fast, Armour 4, Gun 4)
                         Jnr Sgt BIG MAN 6 (D4)

D6 Fakes

D4 Katyusha Strike
·        24” Blast Radius
·        5D6 deviation though
·        Roll Twice on chart below

1,2   Roll again;
  • 1-3 Crew concussed, no movement until their initiative card is turned for the third time, all
    subsequent rolls to hit are with a minus.
  • 4-6 Track damaged or puncture.  Roll each turn to mend.  Succeed on a 6.

3-6    No Effect

National Characteristic Cards
Air Support 1 & 2                                Tank Killers                                 
Heroic Leader                                      Recce Force                                        
Dynamic Commander                        Uhraieee Stalino
AFV Bonus Move x 3


GERMAN BRIEFING

It is late summer 1944.  The Soviets have launched Operation Bagration, the major offensive against
the Third Reich.  

Your SS Panzer Company has been ordered to defend, and prevent the Soviets from successfully
crossing the river in front of you.  However, due to large Katyusha strikes you have been delayed in
your progress.

You arrive just in time to realise that the Soviets have begun their attack.  Your task is to prevent the
Soviets from exiting your table edge.

You may deploy up to 24” from your table edge.  You may leave forces off-table but these will be
diced for randomly and only one blind per turn may arrive.

Your stocks of ammunition, spares and fuel are limited.

Heil Hitler!


Inf Platoon 1      Three SS Rifle squads (8 men)  with extra LMG
                        Panzerschrecke (2 crew)
                        Three SdKfz 251 Halftracks (Fast, Armour 2, MG)
                        SdKfz 251/10 (Fast, Armour 2, Gun 7 - Steilgranate)
                        Untersturmfuhrer Ruppertsberg BIG MAN 4 (D4)
                        Unterscharfuhrer Kendermann BIG MAN 5 (D6)

Armour 1             Five PzKpfw VI (Slow, Armour 11, Gun 11)                          ELITE (4 ID)
                        Rottenfuhrer Bassermann BIG MAN 6 (D4)
                        Untersturmfuhrer Kunsteler BIG MAN 7 (D4)

Armour 2            Two PzKpfw V (Ave, Armour 10, Gun 11)                              VETERAN
                        Hauptsturmfuhrer Bereich (D4) BIG MAN 1                             

Armour 3            Three PzKpfw V (Fast, Armour 10, Gun 11)                           VETERAN
                        Scharfuhrer Pfalz (D4) BIG MAN 2                

Armour 4            Three PzKpfw V (Fast, Armour 10, Gun 11)                           VETERAN
                       Oberscharfuhrer Ursiger (D4) BIG MAN 3          

Armour 5            Two PzJager Jagdpanther V (Fast, Armour 11, Gun 15)    VETERAN               
                        Sturmann Ockfener (D4) BIG MAN 8           

D6+1 Fakes

National Characteristic Cards
Rally                                                 Heroic Leader
Dynamic CO                                   Petrol Shortage                        
Vehicle Breakdown                      Blitzkrieg Bonus                        
Rapid Deployment                        Infantry Ammunition Shortage
AFV Ammunition Shortage                 
                           
I rolled a D4 initially for my bridges and found that I had
infact had four built for me by Red Engineers.  One was
located on the bend of the river in the west and the other
three behind woods and spread evenly across the rivers
length.

Next I rolled for Katyushas but only rolled a one!  I decided
that due to its inaccuracy, which I actually increased  to
5D6 deviation for this scenario, I must make sure that it
would hit somewhere on table.

A central location would suffice as I expected tigers or
Jagdpanthers in the wooded areas adjacent to the
northern river bank.  I decided just next to the central
woods would do nicely, and marked it on my map.

I decided that I must play to my forces strengths - SPEED!

The T-70's were to advance rapidly on the left, ignoring
spotting anything, but instead to recce by their presence,
tripping enemy blinds into revelaing their location within
9", or 6" within buildings.  I realised I would be likely to
lose virtually every light tank but reckoned that such a
rash approach would throw the German's, and Nige into
confusion.  Also I needed to know where his forces were,
before I comitted myself to a run for the enemy table edge.

The downside of this was evident - the pack would be
stacked against me.  However, due to the fact that most
Soviet tanks operate without radios, and therefore on
individual chips, I would have plenty in the bag too.  Late
war Soviets also have a marked increase in Big Men over
the early war chaps so I would be OK, I reckoned.

My SU-100's would deploy behind the central wood and
advance to firing positions after the Katyusha had struck.  
Due to the SU-100 being an assault gun, and therefore
lacking a turret, I decided that they would need to be kept
back and engage targets directly to their front, hopefully
Tigers and Jagdpanthers, rather than advancing rapidly
and allowing the enemy to shoot up their flank armour.  
Especially true as their own armour was very thin - but
then isn't everything vs an 88mm?

My T-34 Company, less one Platoon, would deploy behind
the central woods giving the impression that they were not
on table.  The remaining Platoon would deploy on the
southern river bank to the east along with the four fake
blinds I had rolled.  Hopefully they would distract the
Germans and force them into a static defence across the
table allowing me to penetrate accordingly using local
superiority.

Finally my OT-34s would be left off-table to the east, along
with infantry support from an SMG Platoon, to occuppy the
village.  This was my powerful reserve which would
hopefully sap the enemies morale when they appearred.

OK that was the plan, but as we all know plans only last for
the first turn.  After that its a case of retaining inititative.  It
was vital that Nige respond to my moves and not the other
way around.

The game started after Nige's visible blinds were placed on
table.  Very few were visible and probably fakes I reasoned.

I then revealed that there was a Katyusha strike!  Nige was
not a happy bunny, claiming that I had deliberately misled
him, which I had,  about katyusha strikes.  You should
know Nige not to trust me!  I have already stated my
reasons for moving the goalposts and he was very lucky I
only had one strike.  I had to give the Soviets some chance
of success.

Knowing that my dice roll unusally well for me, be it high or
low I decided to let Nige roll for it.  Nige rolled the dice for
the strike and it hit - dead on target!  The woods erupted in  
a  wall of flame as the screaming rockets and their 24"
blast radius did their deadly work!  Or, at least I had hoped
so.  We would both find out when any troops were
revealed.

Nige's 'Blinds Move' came up quickly and he successfully
spotted the mass of my T-70's on the left.  However, he
rolled some really bum scores to spot elsewhere and failed
miserably to determine if the woods adjacent to the river
were already occupied.  They were not, but it meant that
Nige was forced to waste initiative dice in subsequent
turns.

When my 'Rapid Deployment' came up I raced my Platoon
of four T-70's up table.  Though spotted  as they had
started the turn on a blind,  they were permitted to move on
the chip.  Bypassing the village I ran a gauntlet through the
gap between it an the central woods.  Several blinds were
spotted by my presence.  One appearred in the village and
another in the woods, with a third located in the copse in
the centre on Nige's baseline.

My 'Blinds Move' came up as the next chip, these again
spotted the blind in the village as a dismounted armoured
SS Platoon, complete with Hlaftracks and a
Panzerschrecke!  The blind in the central wood was
spotted as a Platoon of five Tiger tanks.  As these had
been right in the blast radius of the Katyusha strike,
exactly as I had hoped, we diced for its effect.  One Tiger
was temporarily immobilised and required mending,
another was severely concussed requiring three turns of
its chip to restore its ability to move.  Also its ability to fire
was impaired for the game due to the concussion.  

My second Platoon of T-70's advanced rapidly too
following in the wake of the leading Platoon.

I also advanced the blind containing my SU-100s into the
wood adjacent to the Tigers, and crossed the river with my
fakes, on the right, occupying the small copses.  I also at
this point placed three bridges on the table, much to
Nigel's chagrin as he realised I had stitched him up again.  
Once more though I felt entirely vindicated as I had no
more than a 2:1 superiority when attacking.

Nige looked decidely uncomfortable as it became apparent
that I, as usual, was being ultra-aggressive.  I had
reckoned that my T-70's would stand a better chance if
they got in amongst the enemy rather than hanging back.  
As my recce force they needed to reveal the enemy
positions accordingly.

At 'Tea Break' I lost a couple of T-70's, one to a Tiger and
another to a Panzerfaust as they were permitted to fire at
short range, their chip not coming up, at 12" and 9"
repsectively.  Amazingly Nige chose to throw some
incredibly bad scores to hit for his other Tigers and missed
everything else.

Several of Nige's units were spotted automatically, and he
chose to reveal some using the 'Skelton Gambit' to make
sure that the pack wasn't stacked in my favour.

Two Panthers in the copse on his baseline and several
fakes.

The next turn saw my T-70 Platoon Commanders chips
come up, and as I had ensured that the component
vehicles of their commands were within 6", I could activate
all vehicles.

I used the MGs on the second Platoon of T-70's to cause
heavy casualties to the SS infantry before once again
bypassing their position.  The leading T-70's split up.  Two
of the light tanks took up position to the rear of the village
the remaining brace headed east along the road to trigger
more of Nige's blinds into revealing their locations with the
9" proximity rule.

Nige's SS Panzergrendiers responded with some wild
firing of panzerfausts which missed their targets.

His Tigers were more successful despaching another T-70
and then spotting mu SU-100's one of which was sent
skywards!

I lost yet another T-70 when it blundered into a platoon of
three Panthers located behind the isolated building in the
centre.  Ka-boom, another letter to a Soviet widow!























Things were looking a little disparaging for my Soviets as I
had lost four T-70's in quick succession.

When my 'Blinds Move' came up I moved a Platoon of
three T34's from behind the central woods, to their left and
revealed a fourth bridge.  Nige had held the initiative dice
of a Tiger and this chose to fire at this point knocking out a
T34/76.

I made a conscious decision to not let my flamethrower
tanks and infantry platoon enter the table yet as I reckoned
that with three Tigers still operating they would be cat
food.  This was to have severe repurcussions.

Things improved though when at 'Tea Break' my SU-100's
hit and fried a couple of Tigers, complete with both their
big men.  Close range (+2), gun 13  = 15 = two dead Tigers.

Spotted automatically at 'Tea Break' was my nightmare -
two Jagdpanthers lying in ambush, behind the woods on
my right!

The game was proving compelling, somewhat balanced
and incredibly bloody - just as I had hoped.

Nige's Panthers now started to run things for a while as
they manouvered into firing positions.  Another T-70 was
destroyed by close range fire and when his 'Blinds Move'
came up

I managed though amazingly to cause major damage to a
Tiger, permanently immobilising it, with a flank shot from a
T-70.  Gun 4, close range add +2 Vs Armour 10, +1 for all
round good Tiger armour.  Talk about luck.  

My luck continued as the SS took more causlties and I
managed to cause engine damage to a Panther which
resulted in its Big Man led crew bailing next turn.

I then chose to finally exit the table with my two survivng
T-70s on a 'Recce Force' bonus chip.

I decided to send help via the extreme left hand bridge and
so sent a T34/85 onto the wooden bridge.

Nige now produced the shot of the game with his
Company CO's Panther advancing 14" to a firing position
and destroying it with a hard shot,into its flank, through
the smoke of a Soviet hulk.  12 required for a Veteran, big
man-led tank, 12 scored, scrub one T34/85.

Wow!

My, by now sole surviving SU-100 withdrew and
manouvred the the right as my T34 Platoon with tank
riding tank killer squad roared into actionon an 'Armoured
Bonus' chip.  Crossing the river on the bridge they made a
run for the woods on the right.  These contained an enemy
 blind but I figured it would have already fired if it was
something useful, and that it must be a fake.  

I had used the 'Skelton Gambit' myself to place my final
four T34's on table from behind the wood.  Being within 6"
these manouvred on their Company Commander's Tank
chip but were fired at by Nige's Panthers.  Nige missed yet
again.

A noticeable trend of the game was Nige's really high or
really low die scores, resulting in him missing easy shots
and hitting shots he had no right in making!

Nige's Jadpanthers knocked out a T34/76 with another
cracking shot as it advanced rapidly into a copse.

The game was begining to turn in my favour though as two
Panthers were brewed up by T34/85's and then my Tank
killers managed to cause a bit of panic to a Jagdpanther
moving on their chip and making an unsuccessful attack
on its flank.  The same Jagdpanther was really freaked
though when a T34 crashed through the copse, ignoring
the enemy blind and ending up 3" from its rear.

The second Jagdpanther decided to head off toward the
centre in an attempt to single handedly stem the tide with a
close range lone attack.

My second unit of tank killers, accompanying the central
T34 Platoon now climbed down form their mount, ran to
the isolated building for cover and attacked the
Jagdpanther from the rear, from 4" counting as gun 6 rear
armour and managed to permanently immobilise it.

As it was getting late we decided to call it a night.  

Nige revealed that he had another three Panthers on the
table edge in reserve which would've been telling.

He had lost three Tigers, three Panthers and a
Jagdpanther permanently immobilised.  His SS infantry
were down to half strength but were still a force to be
reckoned with.

I had been waiting for my OT-34's and SMG Platoon to
arrive on their 'Blinds Move' chip for the last hour of the
game with no luck - no chip appeared.

I had lost five T-70's, with two exiting the table, two T34/76,
two T34/85 and two SU-100's.

Roughly 2:1 losses with a only 2:1 superiority.  I had
reckoned to have done well but with only two exiting
vehicles truly a stalemate, but very bloody.

I think I was vindicated with my Katyusha and bridges as
they could've worked both for and against me due to their
randomly diced for nature, although in the end made very
little difference.  Without some sort of equaliser I would've
been cat food.   

I wanted to recreate the German superiority in equipment
though badly in need of supply.  At no point during the
game did the shortages have any effect.  I also wanted to
make Nige feel like he was really up against it , as indeed
German commanders were on the Ost Front in 1944, by
continually misinforming him and not telling him
everything.  The scenario worked well from this point of
view, and in my book a stalemate shows my ideas for
balancing the game worked.

I should've got my infantry and OT-34's into the game
earlier before the pack became really big though!  Things
could've really been interesting with Flamethrowers.

A very exciting fast paced game.  Notceable for my good
rolling and Nigel's inconsistent, typically piss poor rolling,
as per usual.  Why do people change dice?  It seldom
makes any difference over an entire game.  Better sticking
with the same ones and allowing the law of averages to
even them out.

The Soviet forces of 1944 are SO different from 1941.  they
have learnt much, but still tend to throw things in
wholesale using quantity rather than tactics.  The T-34/85
is a marked improvement on the T-34/76 and the T-70 is a
good little tank, surprisingly well armed, and can play a key
role if used in a recce situation properly.  It is important to
find the enemy and get in amongst them to use their
initiaitve dice up whilst you bring up the big boys.

The SU-100 is a real tank killer but suffers from  poor
armour.  

Soviet tank killers, gun 6, are very, very nasty!

Overall speed is the key as the entire force is fast and can
really prove nasty to fight if you can't stop them moving.

All in all very interesting.


Stemming The Red Tide, East Prussia 1944