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Game Report 27/01/05...Soviet Vs German 1941
Well another gaming evening at Wally HQ last night and another
hard fought game.

We used Scott Fisher and Nathan Forney's
Skirmish Campaign
book "Russia '41 - Drive on Minsk", along with Tom Ballou's
Xmas Special article on converting Skirmish Campaign
scenarios for IABSM.

I chose the "Counter-Attack at Bereza" , 24 June 1941, scenario
to fight.

The German's had to occupy two buildings; a house and a barn,
within ten turns.  The view of the table can be seen (left) from the
German start line on their western table edge, looking
eastwards.  The terrain consisted of a road running EW
bounded by light woods to the north, south and east, and two
gullies north and south.  Large fields of crops were a feature of
the centre plus  the two building objectives (left).

Max and Clivey base force had two, two Big Men led Platoons
each three squads plus a 50mm mortar, of Mechanised Infantry,
plus two Panzer IIIG and two Panzer IIC each with a Big Man.  
For variable attachment they acquired a Company HQ SdKfz
251/10 with 37mm AT gun and Big Man overall CO.

My base force consisted of A command BT7, and a three BT7
Tank Platoon plus two Infantry Platoons of each three ten-man
squads and a Big Man.  My variable attachments were two BA10
armoured cars and a further Big Man led Platoon of Infantry.  A
sizeable force.  The actual scenario called for T26's but I own
BT7's instead.

My troops were significantly inferior in quality, being poor, and
less than half the amount of Big Men (3:7).

However, unperterbed I decided to put up a helluva fight and
sell my mens lives dearly (rare for me!).

I had to deploy within 12" of my table edge.  My BT7 Command
was to arrive upon the relevant  'Reinforcements' card being
drawn on my baseline (turn 3).  However, my variable
attachment BA10's and Infantry Platoon could arrive on the
southern table edge, again upon the relevant 'Reinforcements'
card (turn 4).  I had planned that my BA10's would turn up in the
southern wood and my infantry in the SE wood.  The problem
was to make sure that these areas, in particular the southern
wood stayed out of enemy control ensuring my troops safe
arrival.  

I deployed my BT7's in light woods at the SE table corner
hoping to blast anything that appeared in the centre or near the
southern wood.

One infantry Platoon was deployed in light woods behind the
house objective, the other behind a field of crops adjacent to it.

Fakes were deployed one between the infantry Platoons and
one infront of the BT7's.  Their job was to identify enemy blinds
ASAP preventing them from using swift movement and
particularly the German 'Rapid Deployment' card.  Their
secondary task was to make the German's think that they were
infantry Platoons.  Finally My BT7 command was to arrive in the
extreme NE corner and make the German's think it was massed
armoured reinforcements.

As all of Max and Clivey's commands were in vehicles they
would almost be spotted automatically at first 'Tea Break'.  I had
given up all hope of holding the barn as it was too close to the
German's much faster moving troops.  

My 'Blinds Move' card turned up first .  I decided to reserve all
dice to spot and fire later in the move, if necessary, after seeing
where the boys schwerpunkt was to land.

Three German blinds entered the southern wood to my horror
with another two behind it!  I spotted a Platoon of Hanomag
mounted Infantry and two fakes in the wood, with one of my
fakes.

The next turns saw four other German blinds racing up the
table.  Two straight up the road and two in the western woods.  I
spotted the two road ones as another Platoon of Hanomag
mounted infantry and two Panzer II's.

My BT7s engaged the halftracks in the wood with long range
fire, spooking one badly enough that it dropped its occupants
the other two retreated out of line of sight behind the wood.

One BT7 hit and destroyed a Hanomag in the centre which had
occupied a field near the barn.  A couple of German mothers
would get telegrams from the Fuhrer!

I manouevred my fakes into the two gullies and pretended they
were infantry Platoons, while all my troops played the waiting
game.  

The German blinds behind the southern woods turned out to be
the Commander in his 37mm armed halftrack and two Panzer
IIIG's.  These sped round the wood to engage, albeit
unsuccessfully, my BT7's at long range.

The next moves saw the German's take and occupy the barn
and the adjacent fields to the north and south with their infantry.

The Panzer IIIs, using their Veteran status and Big Men
advantage plus their 'Blitzkrieg' movement managed to fire
successfully on the move, knocked out two BT7's and forced
the remaining one to retire with a turret jam and knocked out
45mm main gun.  Disasterous - it was down to my infantry now.

Just as things looked bad my Command BT7 appeared as a
blind in the eastern woods.  Max and Clivey, knowing me well
suspected KV1's.  The threat of the unknown blind, out of LOS
worked wonders.

I moved an infantry Platoon blind into the cornfields near the
house and my fake in the southern gully made a run for the barn
through the fields making like more infantry.

Next turn my fakes were spotted by the boys whose looks
turned to horror as two BA10's turned up in the southern woods
and machine gunned the infantry section hunkered down there
into a red ruin.  I decided to occupy the gully again, but this time
with a genuine Platoon of infantry.  My other Platoon advanced
into the second gully, whilst the third remained undetected
behind the house in the woods.

The game degenerated into what only can be termed a helluva
scrap.  Under IABSM Soviet infantry are unpredictable.  They
have a very good tank killing capacity plus using the 'Uhraiee'
card can get really nasty and assault when you least expect it.  
Their firing is not to hot though as they are only in possession
of two initiative dice.

Net result is that German players get really nervous when
playing against Ivan.

I decided that if I laid off the German's, their halftrack MG's
would crucify me.  Time was on my side as the German's had
been held up by my reinforcements appearance.  I rushed into
the assault from the gully.  Three Soviet squads Vs one German
squad plus an MMG from a halftrack.

I lost heavily and was forced to retreat.  As the boys Identified
another Platoon in the gully I decided to reserve my dice making
it difficult for them to advance upon me.  As the position was
shielded by crops.  There was a stand-off here as the
supporting Panzer IIs held their dice preventing me from
moving either.

In the centre my infantry Platoon was down to 25%.

Panzer IIIs and 37mm Halftrack had also knocked out both
BA10's although I did hit and destroy one Pz III with a rear shot.

Luckily my unit card came up at the beginning of the next turn
and so I climbed my Platoon out of the gully and into an assault
on one section of German infantry in the northern woods
adjacent to the barn.  They were wiped out to a man and I
occupied the woods and fields.  One Panzer II was knocked out
by my Command BT7 which made a run for it and paid the
ultimate price too.  

It was the critical point of the game as I was in position to
threaten the barn and its defenders.

The boys shot my Soviet platoon in the centre to pieces with MG
support from the Hanomags and then advanced swiftly.  One
squad took the house and then discovered a Soviet Platoon 5"
away in the woods.  This fired at the "Tea Break' reducing the
German defenders by 50%.

The game ended at turn ten with the German's holding the
objectives but severely threatened in both.  Taking them would
have been difficult for my guys but the German's had only just
done it in the time required.

The game was excellent and full of surprises on both  sides.  
The telling factor was the support of the Hanomag mounted
MGs and the superior fire and movement tactics of the German
infantry, coupled with the large numbers of Big Men.  

I was cautious for a change with my infantry but on the whole
they performed admirably.
All figures and
models owned and
painted by
Fat
Wally's Painting
Service


Soviet Vs German 1941
Card List

German - 19
                                                                            Soviet - 20

Big Man 1 (Hauptmann D6+1) - HQ Platoon SdKfz 251/10   Big Man 1 (Captain D4) - Platoon 1
Big Man 2 (Leutnant D4) - Pltn 2                                            Big Man 2 (Commissar D4)   
Big Man 3 (Feldwebel D6) - Pltn 2                                         Big Man 3 (Snr Sergeant D4)
Big Man 4 (Feldwebel D6+1) - Pltn 3                                     Platoon 1 - Three Squads
Big Man 5 (Obegfreiter D6) - Pltn 3                                       Platoon 2 - Three Squads
Big Man 6 (Leutnant D4) - Armour 1 - Pz IIC                         Platoon 3 - Three Squads
Big Man 7 (Leutnant D4) - Armour 2 - Pz IIIG                        Armour 1 - Command BT7                                   
HQ Platoon - SdKfz 251/10                                                      Armour 2-4 - Three BT7
Infantry Platoon 2 - Three Squads, ATR, 50mm mortar.       Armour 5-6 - Two BA10
Infantry Platoon 3 - Three Squads, ATR, 50mm mortar.       Blinds Move
Armour 1 - Two Panzer IIC                                                      Hesitant Troops
Armour 2 - Two Panzer IIIG                                                     Heroic Leader
Blinds Move                                                                             Vehicle Breakdown
Blitzkrieg Bonus                                                                      Uhraiee
Dynamic Commander                                                              Tank Killers                      
Heroic Leader                                                                          Reinforcements 1, 2                                            
Rally                                                                                        
Rapid Deployment
Reinforcements Arrive
Max (left) and Clive ponder upon
the next action....