Dzherzinski Square
Posted: Sun Feb 11, 2018 9:42 pm
Just for the sake of change, I first tried this scenario playing with the Germans.
First, I looked at the victory conditions (you can never tell what Rico's devious mind has conceived [;)]). They looked quite straight: I had to take three VP hexes on the eastern side of Dzherzinski Square within 6 turns, so I have to move quickly.
Turn 1:
The north-west group sent a HS scouting - which was promptly broken by a Russian MMG. The rest of the platoon moved under cover and took position in a stone building. The supporting SIG II dodged a Molotov Cocktail but was stunned in full view of a 57mm AT gun [X(]. It missed, but I had few hopes for the assault gun.
The infantry broke the Russian MMG and advanced west.
The south-west group didn't fare so well: the leader and the Pz IV were OOC, and the infantry exchanged some fire with a few, but well led (a A** leader) with no results.
In the Russian turn, the Russian AT gun missed again, and the SIG replied with a well-aimed 150mm HE that killed the crew and made the AT gun malfunction [:D]. In the south, the firefight continued.
Turn 2:
The north-west group sent a squad scouting: it discovered - the hard way - a Russian HMG that only broke it. The rest of the infantry moved double-time through the buildings, with the aim of attacking it in CC. Moving forward, the Germans discovered a SU-76 parked in the middle of the square. The Russian made no FPF, so the German infantry fired on the SU-76, stunning it. The SIG II advanced but didn't fire after moving (I supposed it has very few HEAT rounds). The Russian squad with the HMG was killed in the subsequent Close Combat segment at no loss for the Germans.
In the south-west, the Pz IV finally positioned itself so as to fire at the Russian squad with the A** leader, taking care to not expose its flanks to the ATR-armed squad (they might be lucky, who knows). In the Advancing Fire segment it fires to gain acquisition (I wouldn't had complained should it get a hit [:D]).
In the Russian second turn, the SU-76 remains stunned and is destroyed by a 150 mm HEAT from the SIG II [X(] . The infantry has no targets, so it regroups with the previously broken squad: hopefully, it will rally in the next Administrative Segment and I will be able to resume the advance. In the south, the Pz IV manages to hit and break the Russian leader and his squad, while the infantry breaks the ATR-armed squad.
Turn 3:
The north group moves cautiously east, but it does no discover any new Russians [&:]. The SIG II goes OOC (painting a victory ring around a 150 mm barrel takes its time).
In the south, the usual scouting squad finds - by taking fire - a 45mm AT gun, perfectly positioned for a rear shot on any panzer advancing west. The leader and the remaining two squads move to engage it in CC, but it has lost its ROF. The Panzer IV advances cautiously towards the south-east VP.
In the north-east, a StuG III and three squads arrived this turn: a squad engages an ATR-armed Russian squad. The others advances through the building and the StuG follows: they discover a squad and a B** leader and both stop 2 hexes away. The StuG fires (just to get acquisition) and the infantry fire does no harm. The lone squad enters CC with the ATR-armed squad and kills it
.
In the Russian turn, Russian fire against the north-east infantry is ineffective, but the German return fire breaks both the leader and the squad: the north-east objective is near
.
Turn 4:
The north-west group discovers a Molotov projector and kills it in the Advancing Fire segment.
The north-east infantry advances through the buildings towards the VP hex: it should be able to take it in the Advance segment... but as soon as the engineer squad enters the last hex, a T-34 fires from just above the center VP hex. The shot has no effect, but the squad will have to advance in the open to take the VP. On the other hand, capturing a VP should guarantee a Russian attack. The StuG III and the SIG II (which still has HEAT rounds!) position themselves so as to fire at the VP hex, should the T-34 ever arrive here. The engineer advances and takes the VP: if Russian fire breaks it, it can safely rout away; if it survives, it can move away in the next German turn; if it is eliminated, I still have two SS squads here and three more are arriving from the west.
In the south-west, the infantry advances to make sure there are no Russians waiting to ambush the Pz IV, but there is not a soul around. The Panzer does not advance up to the south-east VP hex: perhaps there is more than a T-34, and a Pz IV is a quite fragile machine.
In the Russian turn the T-34 continues firing on the engineers and breaks them: that's fine for me; a crew with a Molotov projector appears in the north, but is wiped out as it crosses an open terrain hex. A KV-1 moves towards the VP hex I just took, but is killed by the StuG with an APCR round.
Turn 5:
Enter the Tiger! Even if the Russian has other KV-Is, their 76mm have few chances to kill a Tiger, so it moves and takes the south-east VP hex: there is another T-34, which fires but fails to damage the Tiger. The Pz IV moves just behind the Tiger, and the infantry rushes forward to protect the tanks from possible Russian infantry attempting to engage them in CC.
In the North, everything is quiet. The T-34 is no more visible.
In the Russian turn, the T-34 shifts its fire and kills the PzIV and is in turn killed by the Tiger. The road to the last VP hex (and to a Major Victory) is open (provided the Tiger doesn't go OCC). The other T-34 does not seem eager to counterattack.
Turn 6:
The Tiger moves to the VP hex and occupies it. The T-34 turns its turret but the shot bounces off even at point-blank range. The game is won: the only Russian unit is the T-34 and even if it destroys the Tiger, it cannot move into the VP hex. The approaches to the VP hex are covered by German infantry, which should be able to stop any Russian "surprise" squads (this would be a typical Rico trick).
In the Russian turn, the Tiger goes OOC and does nothing, and the game ends with a German Major victory.

First, I looked at the victory conditions (you can never tell what Rico's devious mind has conceived [;)]). They looked quite straight: I had to take three VP hexes on the eastern side of Dzherzinski Square within 6 turns, so I have to move quickly.
Turn 1:
The north-west group sent a HS scouting - which was promptly broken by a Russian MMG. The rest of the platoon moved under cover and took position in a stone building. The supporting SIG II dodged a Molotov Cocktail but was stunned in full view of a 57mm AT gun [X(]. It missed, but I had few hopes for the assault gun.
The infantry broke the Russian MMG and advanced west.
The south-west group didn't fare so well: the leader and the Pz IV were OOC, and the infantry exchanged some fire with a few, but well led (a A** leader) with no results.
In the Russian turn, the Russian AT gun missed again, and the SIG replied with a well-aimed 150mm HE that killed the crew and made the AT gun malfunction [:D]. In the south, the firefight continued.
Turn 2:
The north-west group sent a squad scouting: it discovered - the hard way - a Russian HMG that only broke it. The rest of the infantry moved double-time through the buildings, with the aim of attacking it in CC. Moving forward, the Germans discovered a SU-76 parked in the middle of the square. The Russian made no FPF, so the German infantry fired on the SU-76, stunning it. The SIG II advanced but didn't fire after moving (I supposed it has very few HEAT rounds). The Russian squad with the HMG was killed in the subsequent Close Combat segment at no loss for the Germans.
In the south-west, the Pz IV finally positioned itself so as to fire at the Russian squad with the A** leader, taking care to not expose its flanks to the ATR-armed squad (they might be lucky, who knows). In the Advancing Fire segment it fires to gain acquisition (I wouldn't had complained should it get a hit [:D]).
In the Russian second turn, the SU-76 remains stunned and is destroyed by a 150 mm HEAT from the SIG II [X(] . The infantry has no targets, so it regroups with the previously broken squad: hopefully, it will rally in the next Administrative Segment and I will be able to resume the advance. In the south, the Pz IV manages to hit and break the Russian leader and his squad, while the infantry breaks the ATR-armed squad.
Turn 3:
The north group moves cautiously east, but it does no discover any new Russians [&:]. The SIG II goes OOC (painting a victory ring around a 150 mm barrel takes its time).
In the south, the usual scouting squad finds - by taking fire - a 45mm AT gun, perfectly positioned for a rear shot on any panzer advancing west. The leader and the remaining two squads move to engage it in CC, but it has lost its ROF. The Panzer IV advances cautiously towards the south-east VP.
In the north-east, a StuG III and three squads arrived this turn: a squad engages an ATR-armed Russian squad. The others advances through the building and the StuG follows: they discover a squad and a B** leader and both stop 2 hexes away. The StuG fires (just to get acquisition) and the infantry fire does no harm. The lone squad enters CC with the ATR-armed squad and kills it

In the Russian turn, Russian fire against the north-east infantry is ineffective, but the German return fire breaks both the leader and the squad: the north-east objective is near

Turn 4:
The north-west group discovers a Molotov projector and kills it in the Advancing Fire segment.
The north-east infantry advances through the buildings towards the VP hex: it should be able to take it in the Advance segment... but as soon as the engineer squad enters the last hex, a T-34 fires from just above the center VP hex. The shot has no effect, but the squad will have to advance in the open to take the VP. On the other hand, capturing a VP should guarantee a Russian attack. The StuG III and the SIG II (which still has HEAT rounds!) position themselves so as to fire at the VP hex, should the T-34 ever arrive here. The engineer advances and takes the VP: if Russian fire breaks it, it can safely rout away; if it survives, it can move away in the next German turn; if it is eliminated, I still have two SS squads here and three more are arriving from the west.
In the south-west, the infantry advances to make sure there are no Russians waiting to ambush the Pz IV, but there is not a soul around. The Panzer does not advance up to the south-east VP hex: perhaps there is more than a T-34, and a Pz IV is a quite fragile machine.
In the Russian turn the T-34 continues firing on the engineers and breaks them: that's fine for me; a crew with a Molotov projector appears in the north, but is wiped out as it crosses an open terrain hex. A KV-1 moves towards the VP hex I just took, but is killed by the StuG with an APCR round.
Turn 5:
Enter the Tiger! Even if the Russian has other KV-Is, their 76mm have few chances to kill a Tiger, so it moves and takes the south-east VP hex: there is another T-34, which fires but fails to damage the Tiger. The Pz IV moves just behind the Tiger, and the infantry rushes forward to protect the tanks from possible Russian infantry attempting to engage them in CC.
In the North, everything is quiet. The T-34 is no more visible.
In the Russian turn, the T-34 shifts its fire and kills the PzIV and is in turn killed by the Tiger. The road to the last VP hex (and to a Major Victory) is open (provided the Tiger doesn't go OCC). The other T-34 does not seem eager to counterattack.
Turn 6:
The Tiger moves to the VP hex and occupies it. The T-34 turns its turret but the shot bounces off even at point-blank range. The game is won: the only Russian unit is the T-34 and even if it destroys the Tiger, it cannot move into the VP hex. The approaches to the VP hex are covered by German infantry, which should be able to stop any Russian "surprise" squads (this would be a typical Rico trick).
In the Russian turn, the Tiger goes OOC and does nothing, and the game ends with a German Major victory.
