Our first game went well enough - or rather about as well as the fairly restrictive scenario allowed, so we moved on to the second - the defence of Hill 214. This scenario pits a small US force defending a crossroads against a larger Soviet attack, and importantly this takes place at night. The Soviets have the option of attacking with an infantry heavy force or taking tanks supported by a single Company of Motor Rifles - given I only had enough infantry for the second option, it was an easy choice.
Here is the basic table layout. Victory conditions were simple - the Soviets had to capture the junction at the centre of the table, the US have to break the Soviets. The US were heavily outnumbered - 2:1 or greater, but they did have better kit, a minefield, and could start one platoon in ambush.
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Russian Deployment |
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Survivors from Scenario 1 |
In addition to a full T72 Company the Soviets also had the survivors from scenario 1 available, and these deployed on the opposite side of the US positions to the main attack.
Paul deployed his M1s covering two of the approaches to the wood, with his rear protected by a hastily laid minefield and his platoon of Mechanised Infantry in ambush somewhere.
Turn one started rather well for the Russians. They advanced at speed and managed to spot one of the M1 platoons. A ragged salvo of 125mm guns lit the night, and one hit the rear of an M1 which blew up spectacularly
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Red "flash" markers indicate which tanks have shot - these are now visible at daylight ranges. |
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Burning M1 |
To add insult to injury the remaining M1 in the platoon failed a morale test and the crew promptly abandoned their tank!
On the other flank the two surviving T72s from scenario 1 tried to engage the remaining M1s but failed miserably - then quickly paid the price as both were killed in quick succession.
Back to the main attack. The T72s halted on encountering the minefield but the infantry worked around the edges and started to infiltrate into the woods to secure the objective.
At which point the Mech Platoon opened up with its Dragon ATGMs, instantly killing a T72 and putting quite a lot of hurt on the infantry. Return fire was ineffective mainly as the Yanks were dug in.
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Holding the objective |
(Paul is using sabot bases for his infantry until we decide if we want to rebase for Team Yankee)
The Soviet infantry try to assault the Mech position, but are beaten off by infantry fire supported by the M113s .50 cals
Meanwhile the remaining M1s swing around the wood to try and engage the T72s which turn to meet them
Again the superiority of the M1s is quickly proven, forcing the Soviet commander to commit more tanks to the flank.
Luckily for the Soviets the infantry battle in the woods swings in their favour - both Dragon missile teams are killled and a well aimed RPG hits and kills one of the M113s. Again the US morale fails, and the infantry start to withdraw, leaving the Soviets in possession of the objective and able to claim a victory
So an interesting and quite tense game. Up to the US morale failures as the Soviet player I was not keen on my chances of victory, but luck was on my side. The night fighting rules worked well we thought, and on balance we think we're going to take up Team Yankee and expand our forces.
So two training missions down, one to go. This time it will be a Soviet counter attack in the face of both US armour AND air support - I expect it will be brutal :-)
Are you going to do this in 15mm?
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