Kill Leaders: Sgt Holhov T-34 (15), Sgt Kashin T-34 (15)
2Lt Vyazemsky T-28E (13)
Sgt Dubrovnin BT-7 (10)
Battle Three:
Date: June 27, 1941
Time: 1300
Location: Slonim River Fords, USSR
Mission: The front is giving way and Soviet forces have been ordered to withdraw.
Field: The field is again split into sections. The upper, of 40 percent of the map is typical woods, clear, and hill mix, with a single town, on the wesr side, held by the Germans. There is a second town, more to the center, held by our forces. Then there is a ridgeline, followed by more typical terrain to a river. The area road net leads to a ford, then more typical terrain and our exit hex.
Auxilary Forces: Other forces in the sector are 18 normal trucks, 2 45mm ATGs, 1 SMG Sqd, 9 platoons of conscripts, 10 Maxim MG teams, 1 Co of 17 T-26m40 tanks, 1 engineer platoon, 1 rifle company, and 1 82mm mortar squad. The ATGs are already dead, given where they were placed by the scen designer. What is missing here is Russian OBA!!! Soviet withdrawl orders were very rare in the early days, and it seems to me if one was given, Army, Front, or Stavka would support it with Arty.
Plan: This will be complex. My hope is to skirt the town, move south over the ridgeline and make for the exit VH ASAP. The problem is that, once more, the Soviet Deplyoment areas are horribly set up. This, IMO, is something that is very important to look at if/when the early RS scen's are redone, for bad deplyoment areas limit the players ability to make a plan, forcing him/her into an almost predetermined setup. In this case, the line runs down the west side of the map, which means you can't reploy at all, except into a narrow pocket in the center - and given the fact that, in the pocket, is a covoy of my trucks, I'm a little leery of deploying there, fearing a pregame, or T1 airstike. In addition, I've been noted to expect attack from the east. That said, I will deploy as much there as I can, and pray for the best. In the end, I cram everything into the two pocket areas. I plan on sending the core south, scouting with recon company, and using the trucks to evac other friendly forces.
Turn One:
Yay!! No airstrikes! Yet at least. Recon sets off, skirting the town and comes under fire from 88s and 50mm ATGs. No biggie, I'm not going to fight them, and will take any minor losses they inflict. The main body moves south as well, infantry screening ahead of tanks, and the convoy moves towards our town. Other friendly forces fall back, with tanks skirmishing with enemy ATR teams. We kill an ATR team and lose a tank to a 300 meter shot.
The Germans, though, seem to have gotten good deploy zones as two platoons of infantry, supported by at least one Mk IV are moving at the town we hold.
Turn Two:
Recon keeps moving south, skirmishing with the 50mm ATG. A BA-20 gets stuck, dunno on what. I may bail the crew and have them walk. The main body presses south, with other forces leaping back, fighting as they go. Some trucks get loaded and take off, while an enemy ATR team is killed.
The Germans attack almost recklessly, one Mk IV giving it's flank in a gunnery duel. Minor losses on both sides, but no crisis yet.
Turn Three:
Recon pushes south and makes it to thier first objective, a crossroads north of the ford. We kill a rifle squad there, but lose a cycle squad. All other forces keep moving. We lose a truck to a Mk IV.
Well, to no real suprise, an air strike came in and killed a few of my aux infantry. And, to no real suprise, not one of my 4 flak trucks fired at it. AA really needs to be looked at in SP: WaW and I hope it gets better attention in CL. The enemy presses in, and, to my suprise, Pz 35s arrive on the west side of the map, and one is killed by one of my 45mm ATGs.
Turn Four:
Recon pushes south, knocking out a rifle squad and hitting two engineer squads. The main body finds and kills a MG 34 team, while the tanks covering the withdrawl kill a squad.
The Gemans advance and knock out a MG team and a 45mm ATG but lose another Pz 35t to it first. However, at the end of the turn an airstrike hits the main body, and goes after a T-28. It kills it, and, even though the T-28 is withing 5 Hexes of all four of my quad .50 AA trucks, withing 3 hexes of 3 of them, and next to one of them, not 1 firest at the plane!!!!!!! It's things like this that - while not truly the designers fault - make you want to shelve a game.
Turn Five:
Recon presses on, killing the two engineer squads, though we lose a cycle squad in the process. We then knock out a MG team that the whole recon company somehow failed to see. It opened fire at long range on conscripsts, missed, was seen and killed by tanks. As the main body and recon start to link, a German squad is found and killed. All of our trucks have now picked men up, anyone on foot will have to stay that way. The last of the attached men and tanks are engaged in a fighting withdrawl. In the process, they wipe out an engineer squad. The Germans press in, and again a Stuka makes a pass and again not a single shot is taken at it.
Turn Six:
Recon fights south, pushing back another engineer squad, and spotting an ATG and a squad near the ford. I just can't help but wonder if I saw the whole map, if there's be German blocking forces everywhere along the river, or just a ford that, most likely, the Germans would not even know about. However, we knock out the engineers. As we push down, we find at least three more squads moving in this area. Elswhere on the front, we elimianate 2 squads. We lose a truck and a T-26.
The Germans press on and knock out my other, useless, sacrificial, ATG, and finish off a squad. And it turns out that the enemy squad on the road near the ford is not, after all, infantry - but a Spec Ops one - which means there will be more. How cute.
Turn Seven:
We finish off the enemy ATG and start slipping cyclists towards the ford. They, and a BT-7, take care of the Spec Ops squad. We then shift vehicles south along the road to supress enemy infantry so that softer units can slip towards the ford. In the process, we kill one of the enemy squads. However, in some bad luck, we have an OT-134 disabled by a 1000 meter shot from a 50mm ATG at the captured village. Along the rest of the front, covering forces knock out another enemy squad. The enemy advances openly and without fear and if I had arty I could make them pay.
Turn Eight:
Recon pushes across the ford - and what do we find right near the exit hex. Yes. Another Spec Ops squad. Even with that, the withdrawl continues in good order and we knock out 2 squads and an ATR team with covering forces. We also get a probable on a Mk IV, and lose a T-26 and a squad. A Stuka run damages a truck.
Turn Nine:
Long range fire from a flak truck kills the spec ops squad (one shot got 8 men!!

) We find a third one in the trees and do not engage it, allowing 5 Mcy Sqds to evac. We knock out 4 other squads, though I lose a BT-7 due to overagressive carelessness and a T-26 to a Mk IV. We also lose a straggling squad, but it slows down two platoon.
Total withdrawn forces: 37 men.
Turn Ten: The evacuations continue. We get a truck immobilized in the swamp. We also kill 3 enemy squads and a Mk I. During the withdrawls, we lose a MG team. We spot massive enemy armor - and a stuka attacks. It kills a T-26 and a squad - and once more - even though it overflies two Flak trucks and lots of men, nothing shoots at it!!!!
Total withdrawn forces: 48 men, 1 truck.
Turn Eleven:
We keep running for our lives. The spec ops squad kills a truck. More men and trucks escape though. However, the bridgehead is getting crowded, which makes the cover forces have to keep fighting in place. Those forces kill off four more enemy squads. We also confirm the earlier probable Mk IV kill. The enemy press in and thier panzers worry me. A stuka makes a run and is engaged this time!
Total withdrawn forces: 59 men, 3 trucks
Turn Twelve:
We finish off the third Spec Ops squad as we run. Truck will start to shuttle to the ford to grab men! We only kill one squad, but all the infantry that can make it there is in the evac perimiter.
TWF: 59 men, 2 MG teams, 3 trucks, 1 BA-20
Turn Thirteen:
As we flee, a Pz 38 and a Mk I are killed by covering forces. We also kill a squad and lose a T-26 and the disabled OT-134.
TWF: 93 men, 2 MG teams, 3 trucks, 3 kosmolets, 2 BA-20, 1 Flak truck
Turn Fourteen: We fall back. We lose 3 T26s, 2 Flak trucks and kill a squad.
TWF: 116 men, 3 MG teams, 3 trucks, 3 kosmolets, 4 BA-20, 1 Flak truck, 3 tanks.
Turn Fifteen:
Now, we have a company of German armor within a turn of the ford. I'll comment on that later!! We kill a Pz 38 and 2 35s. Suddenly, I see a second ford, not that I can get much other than armor off it - assuming there's no guards. We lose a BT-7 to one of those 2 kilometer German shots. We also lose two squads.
TWF: 142 men, 3 MG teams, 3 trucks, 3 kosmolets, 4 BA-20, 1 flak truck, 3 tanks.
Turn Sixteen:
We run for our lives. Probably not fast enough. We do get another -35.
TFW: 165 men, 5 MG teams, 3 trucks, 3 kosmolets, 5 BA-20, 2 flak trucks, 3 tanks.
Turn Seventeen:
We lose a squad, a MG team, and 2 T-26s.
TFW: 207 men, 6 MG teams, 3 trucks, 3 kosmolets, 5 BA-20, 2 flak trucks, 5 tanks, HQ
Turn Eighteen:
All of the armor is across the river. We lose a MG team.
TFW: 230 men, 7 MG teams, 7 trucks, 3 kosmolets, 5 BA-20, 2 flak trucks, 8 tanks, HQ
Turn Nineteen:
We lose a squad and the stuck BA-20. And, we get new German Panzers, now, on the far side of the river, coming from the east. How amazingly cute that is.
TFW: 242 men, 7 MG teams, 8 trucks, 3 kosmolets, 5 BA-20, 2 flak trucks, 13 tanks, HQ, Mortar team
Turn Twenty:
We lose 2 T-26s.
TFW: 273 men, 7 MG teams, 12 trucks, 3 kosmolets, 5 BA-20, 2 flak trucks, 17 tanks, HQ, Mortar team
Turn Twenty One:
We have a T-34 disabled, from the front, by one of the lame Mk IIIs on the east side of the evac zone. We kill a Mk III and 2 squads and it should be four.
TFW: 291 men, 7 MG teams, 13 trucks, 3 kosmolets, 5 BA-20, 2 flak trucks, 18 tanks, HQ, Mortar team
And, again!!! the scen ends one turn early - and in evac scen's every turn is critical!
Score: 7970 to 4578. My lead. Draw. I have no idea how they scored over 4500 with no VHs on the map.
Losses: Us: 306 men, 2 arty (must be the ATGs), 5 soft, 20 AFV.
Them: 536 men, 11 AFV.
Comments: Where to begin. I know! WTF is the Soviet Arty!!!! The Soviets always gave arty support to withdraws - where is it??
Now, let's look at the German OOB: They get 7 82mm squads, and 4 Stukas for support. They get 8 ATGs!!! Not that most of them came into play, but, for thier mission, that's rediculous. They get 6 ATR teams, which is reasonable. They get one engineer (more on that) and the spec ops platoon. They get 2 normal rifle platoons. They get 60!!!! AFV. And now for the cheese: They get 6 rifle platoons of six squads each, which is the same as 9 normal ones. And, they get 15 with 4 squads and 2 enginneer squads each. So, in effect, they have 24 platoon of infantry - 8 companies - a battaltion. As well as 8 platoons of engineers and the armor brigade. Now, panzers from 'an unexpected direction' is one thing, but name a German Panzer Commander who would have agreed to use a Brigade of his best tanks to take a single Russian village on the 3rd day of the war!!!
The German setup is perfect, the terrain is wonderful for them, the tanks get perfect scripts to keep them from long range soviet fire. The Sov's get Aux T-26ss!!! Not -34s, which I agree with. Not BT-7s. But, arguably the worst tank in the Sov inventory to fight off IIIjs and IVds.
And, where's my arty???? I won't even start on AA fire.
This scen is one that could have been great - but, ends up being just another 'how badly can we mess up the players core' Given that your core is early war Russian, this kind of scen has campaign long repercussions.
How would I rework it? Cut the German tanks in half. Fix the deploy zones, or if not, remove the useless Sov ATGs. Add more fords and a second exit hex to give the Russians options - and give them arty!!! If nothing else, the arty should be added. I can think of other things too.
If it wasn't for the wonderful design of scen 2, I'd simply quit here, but that one showed me that there is hope for well designed scens in Russian Steel.
Aftermath:
The TF is withdrawn and sent to the Bryansk area.
Core upgrades: I swap out the Useless BA-20s for cossacks!!!
"Tonight a dynasty is born." Ricky Proehl, then of the Saint Louis Rams. He was right! Go Pats! Winners of Super Bowls 36, 38 and 39.