This week we started with an old design, CH18. The Germans have to take 2 out of 3 hilltops and earn more CVPs than the Russians. Aside from the standard CVPs, the Germans get points for clearing out the six hexes around the hilltops. Likewise, the Russians get (a lot more) points if they can stay around the tops.
This scenario has a very interesting simultaneous setup with a die roll deciding who’d go first. As my opponent quipped, going last might not be a bad thing as you can simply advance onto the hilltops. The nature of this arrangement means opposing forces might “materialise” right in front of you at game start! There’s an SSR that gives the defender in the first Prep Fire phase the ability to Gun Duel and shoot back.
The German entry edges are the top and the left. However, since the Russians can only setup in the red circles. Germans can attack from the right if they like, if they are comfortable with Russian reinforcements coming in behind them from the right and the bottom of the screen.
I am very mindful of a few things when I did my Russian setup.
- I can’t win shootouts between the Russians and the Germans AFVs.
- I can put my AFVs in trenches and thereby HD’ing them even to same level shots but that will condemn us to doing frontal shootouts (and the lost of all mobility) when the Russians really need to get in side shots to kill the German AFVs.
- The high ground the Germans have on the top left will be used to sweep the hill tops, especially with the Tiger + Armour Leader
- I can use my 76L artillery gun (s8!) and a combination of the Russian .50cal, the 10-2 (aka Jedi Master), the ATR and the Hero to setup a pretty good firebase on the bottom right of the screen to contest the hill tops a little. That’ll be -3 out to 12 hexes and -2 out to 16 hexes.
Ladies & gents – don’t be like me. I misread the SSRs to this scenario and thought that German reinforcements can only come in from the top and to the left. No – the German reinforcements come in from the top and the RIGHT and the Russian reinforcements come in from the bottom and the left.
Let me elaborate further. This scenario has a rather creative SSR which allows you to purchase half your lost CVPs as reinforcements. The restriction is that you can only purchase half the # of each unit type in your OB.
While my 76L Artillery (hill top on the bottom right) finally fixed itself and did a number on a German deathstar, my deployment was oriented towards attackers coming in from the left and not the right. *Horror*
The Germans sent a STuG up Y9. Since it’s bypassing the woods, it’s considered on the upper level. Non Turreted as it is, its TH after all the modifiers was comparable to mine, even though all I had to do is to turn my slow turret. I fired and missed, APCR and all. He fired and connected.
The Germans then sent a STuG up “behind” us on the right, looking to take out the KV1 with the 9-2 Armor Leader. Fortunately its’ within reach of the Hero & his ATR on the hill on the bottom right. He directed the pinned HMG to stun the STuG crew. The KV1 then swung his turret around and Shocked him.
Unfortunately, the Germans got rid of that Shock immediately after. The KV1 now faced a choice : whether to run or to shoot the STuG again. If I run, it’s quite likely that I will be shot. If I stay and shoot, my TK is 13(+1) vs his AF of 8. I have a 3 CVP 9-2 armor leader in this thing.
I shot, connected and killed the STuG, much to our relief ..