Showing posts with label Russia. Show all posts
Showing posts with label Russia. Show all posts

Saturday, June 13, 2020

Russia Besieged

My normally FTF opponent and I started playing Russia Besieged.  He got to choose his poison and went with Russia so I was Germany and her Axis allies.  Neither of us played the game before and it has been a long time since I played Russian Campaign.  I'm certain I made a boatload of tactical errors in regards to the double turn.

The game setup.  Neither of us knows what we are doing.  I guess it is a decent setup...

End of first German movement phase.  

First turn first German combat phase.  Figured out that Blitzing really doesn't do much unless the enemy is down to a couple of steps.  Still need to grok that.

Second German movement phase.

Second German combat phase.  The Russian line is looking mighty thin.  
End of Russian turn 1.  Everyone was in supply and he decided not to do any attacks.  
Turn 2 First German move.  The Star is where an AV occured. 
Results of first combat phase.  Russian line is smashed in.  One of two units stuck in the mountains is eliminated.


End of second German movement.

Second German combat phase rips a hole in the river line defense near Riga and the southern front is pretty much cleared.
End of Russian turn 2.  No attacks again but the line is now filled out.  There is still an opening in the river near Riga.  The Germans have two or three months of decent weather before the Russian Winter hits.  Almost all of the Russians are outside the range of German air cover now as well.  Going to be a tough slog the next few turns.
As for RB itself.  So far I really like the changes that were made from Russian Campaign.  Not needing to attack across rivers or out of a city is a nice change.  The Blitz attack table I have not figures out yet - will probably do so after 1943...  The scale of the game is good, not too large for me like Dark Valley (good game but my opponent and I would take the rest of our lives to finish it), and Lawrence likes it more than No Retreat's scale (I'm good with NR's scale - can game out the entire war in a sitting or two but there is admittedly some nuance missing at the scale).  We will have to get this one to the "table" again so we can put in the lessons learned from this first game.  We are playing again on Friday - two good things about VASSAL are that you can game after work easier since each player can play at home and there is no problem leaving a game setup.

Saturday, August 17, 2019

ASL Scenarios J53 (scenario 2 of Kursk Mini Campaign)

Finally got round to playing the second scenario in the Kursk Mini Campaign with Tycho.  I went into an ASL rules seizure after the first scenario and stopped playing for a year.  The first scenario was April 29 2018...

Anyway.  For this scenario the Germans have to exit a certain amount of VP OR take 3 multi-hex buildings.  Since for the campaign it helps MORE to hold certain buildings at game end then to win (though winning is nearly as many campaign VP) I focused on taking the buildings instead of exiting and leaving the other campaign VP buildings unguarded.  (kinda screwy you ask me but nobody asked me).

The setup.  The Germans have to take 3 multi-hex buildings to win (I focused on the ones at the bottom of the map) and for Campaign VP each of the circled buildings is worth 2VP.  Winning the scenario is worth 5.
First German movement turn goes pretty well.  The Russian hero in the one building didn't manage to do anything and dies from failing a couple of MC.


German turn 2 movement phase is a BIG mistake.  Thinking I had enticed Tycho enough to draw a reaction shot I moved the 9-2 and a squad int he open.  NOPE I did not entice him enough, two squad unHIP and blast the leader and squad.  I thought for sure that stupid mistake would cost me the game.
German turn 3, the remaining Germans come on in HTs.  Needing to hurry I rush them right up to where the 9-2 and squad died last turn.  They survive minefields and Russian fire, unload and fire themselves.  The Russians break.  A massive bit of luck thinking back on it.

Russian portion of turn 3.  The second multi-hex building is secured.  The 9-1 and squad blundered into another minefield but are not harmed.  The hero (way left) "won" a CC by passing an MC caused by fire from outside the hex while the Russian squad failed it.  The PzIV was shocked but rolled a 2 to recover right away.  Near the top of the picture a Tiger is blind as a bat due to smoke and grain.  The last VC building is nearly unguarded (the ?? is a dummy but there is a crew a level above).  There is also a Squad hiding in that other building but I send my Hero that way to investigate.

End of Russian 4 and the game.  Both VC buildings were cleared out.  A HT went into the hex with the last Russian squad VBMFSing the guy.  My squad shot into the hex and once again broke the squad without breaking the HT.  A Russian tank came in on their turn but did not manage to hit.  Next turn I would have gone into his hex with the PzIV and kept it in motion while moving the Tiger in for a kill.  Probably would have missed but would have kept him from killing the HTs.  The 228 was not revealed yet but would have been with another movement (all I had planned is to consolidate the position this turn).  With that the Russians conceded the scenario and the campaign as well.  The Germans were ahead by 10 campaign VC, which would allow them to not even TRY to win the next scenario in order to win the campaign.  Instead we are going to play the last scenario as just a regular scenario.

Dice can be a fickle mistress.  I took one last shot at a dummy stack (not knowing it was a dummy but thinking it was...) and did nothing to the dummies (which WERE dummies) but my oppo got a Big Sniper...
I think this is the only game (certainly of this size) where I managed to lose TWO 9-2 leaders and still win the game.