a German medic rescues a freezing soldier …
Subtitled ‘flamethrowers in the snow’ …
A Peter Pig command group reaches an isolated farm … a soldier freezes in the snow … a Battlefront (bailed-out panzer crew) medic rescues a comrade. Elsewhere a Russian ski raid peters out … Winter Warfare.
Prompted by an arranged game with Richard’s Easy Company, I wanted to have a winter alternative for my table. As I got the dates wrong for my game, the winter warfare evening went local, and morphed to the Eastern Front, and a try out for my Ski Troops.
I went in search of some poly tiles that might be suitable for the snow, and came across the last bag of ‘stiples’ (£7.50 for 20 tiles … and I needed 16 for the table, plus spares for modelling) …
‘stiple’ effect polystyrene tiles
For the trial game, I laid the basic board with these undecorated. Asking my players what needed doing, they answered nothing – they liked the stiple effect for snowy fields as it was, straight out of the tile pack. This seems almost like cheating, but I will go with it as I don’t want to spoil the consistent white look unless I am improving it.
So the table looked like (not all my terrain is matching white, of course) ..
… but it is something I can work on, now we have what passes for a snowscape …
The game was PBI, with roundabout 400 points per side, but organised as follows … A Russian force of ski Raiders will sweep onto the table attempting to take out an isolated gun position, plus possibly push the German defenders back across the river line taking the bridges. Backing them up they have a couple of platoons of rifles, some armoured cars and a T40 tank.
(Peter Pig figures, Battlefront and Zvezda vehicles plus a QRF Aerosan)
For more on the Ski Troops (Peter Pig head swaps) see a previous post: Ski Troops . The Ski Troops, including light gun and (QRF) Aerosan start on table, the rest dice as per the standard rules as reinforcements. All troops are average.
The attack is to centre on a German 105mm gun battery …
(guns by Battlefront, crews mainly Peter Pig figures)
The German force is the gun battery supported by most of my Aufkalungskompanie … the amoured platoon starts on table dispersed in the squares around the guns, the jeep platoon, pioneers and armoured cars are diced for as reinforcements in the usual way.
Dauntingly for the Russian scouts, the presence of the pioneer platoon means there are a lot of flamethrowers, Panzerfausts and Panzerschrecks lurking around.
(Peter Pig figures, guns and vehicles by Skytrex, Quality Castings, Peter Pig, QRF and Battlefront)
Whilst the Germans were finding their feet in the deep snow, the Russians swept onto the board and quickly overwhelmed the sleepy gunners. They left themselves over exposed as the supporting infantry took a while to organise themselves (truly poor reinforcement rolls by Will …) …
German MG42s took their toll when they opened up, leaving the Aerosan isolated and in a square adjacent to some deploying Pioneers with flame throwers … it was quite fortuitous that a sovfoto team managed to get a shot of it before it was terminally engulfed in flames …
(QRF Aerosan in action but isolated)
In general, the German reinforcements reacted more quickly, and the pioneer half tracks were good at getting the men up. Their wheeled armoured cars were hampered by the winter conditions but were able to use the rail bridge to get across the river and take up commanding positions on the right flank.
Elewhere, the Russians pushed up the main road, but only advanced slowly, not wishing to get too far ahead of their rifle support, and not wanting to stray far from the only good surface.
Winter Warfare: the battle develops …
The Armoured car column did penetrate beyond the river, but were seriously harassed by flamethrowers and Panzerfausts (which did everything bar brew them), but could not persuade their infantry to stick with them … pinned by snipers and machinegun fields of fire.
Meanwhile, the Germans built up their reinforcements in the wood and buildings behind the central position. The game was freezing up … firepower was detering elan (the Russians were reluctant to push to deep into the nest of vipers, the Germans were finding command and control amongst the trees and watercourses bogging their counter attack.
Phase two: Russian force A – rifle platoon plus ski troop remnants – holds the left and centre … force B – armoured cars and rifle platoon – stalls in its attempt to push beyond the German pocket ..
At this point, as the clock was running down, the German Company Commander led an enterprising move, personally dashing across the snow to assault the 37mm gun the ski troops had brought up (it was hiding in that central village) … whilst the German armoured cars braved the snows and HMG fire to cut through the centre and take the road behind the Russian patrol (game terms: they had been waiting patiently for lots of APs in order to pay the double cost of traversing the snowy fields) …
Germans cut the road
This was by no means strong enough to prevent the Russians breaking through back to their start lines, but was a superficially impressive position for the Germans to park on to finish the game.
Both sides had suffered quite heavy losses, both the German security platoon and the Russian skiers being removed before the end. The Russians had take out the battery (their first objective) but had lost an Aerosan and a light tank in the attack. Their push beyond the river had come to little – and in surviving hollow charge and flamethrower hits, with no more than minor damage, they might be counting themselves fortunate …
The players pronounced themselves happy with the terrain and with the simplistic ‘winter warfare’ rules. The game seemed to have fascinated and entertained them, and there was enthusiasm for more PBI … and I got to put out some new toys.
That’s a tick in most of the boxes!
BA-10 carrier takes minor damage from a Panzerfaust (which it later repaired)
Basic adaptations to PBI for Ski Troops and the like …
First on table move for Ski Troops: … all squares are allowed +2AP of movement (i.e. 2 extra AP but only for use in movement) the intention is to allow an action move where the Ski Troops can sweep on to the table taking advantage of the terrain. I assume this is because they will have chosen their avenue of approach to take advantage of the slopes.
Non Ski Troop foot: … start the game paying double APs for movement (find it difficult to get going in cold conditions) – how many turns can be umpire managed or agreed in advance – in the game we played I actively managed it, keeping the Germans slowed up until I thought they were all alerted and, for everyone, giving them at least one turn ‘knee deep’ for movement.
Aerosans: … Aerosans function exactly as armour 4 AFVs with LMG, but enjoy the turn 1 skier bonus and have no movement penalties for snow.
Vehicles: … tracked (and semi-tacked) vehicles are unaffected by the snow; wheeled vehicles pay +1 AP for movement off road per open or partial square.
HE: … Foot saving rolls against HE from guns, mortars, airstrikes etc. are +1 (for the cushioning effect of the snow).
Nothing particularly complex or detailed in that but it gave the game a different feel – especially on the opening turns …
Other terrain changes …
Boggy ground: for this game we made some of the river squares swollen and boggy: closed for movement effect, partial for LOS/visibility and saves.
Railway lines: railway lines almost always have some degree of building up even if they are not on a causeway as such. It is clear enough that in NW Europe and in memoirs of the Ardennes, these elevations were sufficient to allow hull down positions for tanks and to block LOS to troops choosing to be hidden.
Experimentally, for this game, squares with a rail line count as partial unless the troops are actually using the line as a substitute road (i.e. using a rail bridge to cross a river), and troops in the square can choose to be unseen by troops beyond the rail line so long as they don’t shoot. Basic principal … if you shoot you can be shot at, and if there are enemy/LOS issues on both sides of the track, you must clearly show which side of the tracks you are. Once a side has been opted for, changing sides requires an action or response to happen in the square (e.g. the troops must get a motivation, get pinned, get a morale fail or similar).
Crossing the river: there is no penalty for crossing the river at a road or rail bridge. Vehicles can use the rail bridge as if it was a road bridge. Otherwise, all attempts to cross cost an AP (roll a D6 – Foot: 1 or 2, can’t cross; 3-6 river has been crossed … vehicles: 1 the vehicle is immobilised and cannot proceed until recovered in the usual way; 2 or 3 can’t cross; 4-6 river has been crossed) … Troops can test as many times as they like, each time expending an AP (failing is meant to quantify delays, not to indicate that the river is impassible) …
Read Full Post »