Sunday 10 March 2019

One Hour Skirmish - Colchester Club: Cross Of Iron MiniCampaign

The Cast

Steven from the Colchester Wargames Club sent me a report of a mini-campaign that they devised using my One Hour Skirmish Wargame Rules.

Movie fast action was what these rules were designed to recreate so the Colchester club were using my book exactly as intended. I think this group approach wargaming in exactly the right way - to whit having fun with your friends.

I reproduce The Colchester campaign report below pretty much as Steven sent it to me.

Simon played Steiner, Steve played Kruger and Neal had the rest. Steven himself commanded the peace loving Soviet forces.

The Colchester Wargames Club is an informal group that  meet at: Stanway Village Hall, Villa Road, Stanway, Colchester CO3 0RH on every Friday evening 7-11pm.

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Game 1 Opening Moves

Game 1 “Good Kill”
Recon platoon to destroy a mortar pit with 3x 82mm mortars and a maxim MMG and their crews and a command bunker.  To take out sentries, play as in close combat but the attacker adds an extra card (so 3 vs 1) due to surprise. If the attack succeeds, then it is a silent kill.  If unsuccessful, then sentry raises the alarm.

Germans, Motivation 4

Cpl Rolf Steiner, MP40 SMG, Pistol, 2 x Grenades, Binos, Leader 3, Inspiring, Lucky

Kruger, Pistol knife, 2x grenades, Fast, Scout, Bruiser

Cpl Schnobart, MP40 SMG, 2 x Grenades, Scout

Köne (bent ear) KAR 98 Rifle, Bayonet 2 x Grenades, Garotte, Bruiser

Axel/Kaiser (Blonde bloke), KAR98 Rifle, Bayonet,  Radio, Scout

Schmidt, KAR 98 Rifle, Scope, 2 x Grenades.  Dead Shot, Bruiser

Russians, Motivation 2
Sentry 1 - PPSh SMG
Sentry 2 - PPSh SMG
Sentry 3 – Rifle, Bayonet

Large Mortar Emplacement
3x 82 mm Mortars
Crew, 1 Pistol
Crew 2, Pistol
Crew 3, PPSh SMG
Crew 4, PPSh SMG

Command Emplacement
Officer, Pistol, Leader 1
Radio Operator, Pistol, Radio
Youngster, unarmed but blonde

Maxim Emplacement
Crew Served Weapon, Wheeled Maxim MMG, 2 x crew, 3 Shots (facing away so has to move by pivoting before it can fire)


The Russians are all facing away from the German approach through woods. They cannot make any actions until the alarm is raised by a sentry winning a combat or by a German shooting or by a grenade explosion. The mortars are firing, making enough noise to mask the German approach.  The Germans may capture instead of killing a young blonde Russian boy in the Command emplacement by beating him in close combat. 

Something Wrong With Our Grenades Today

Game 1 - Result
The Germans killed all 3 sentries silently but Kruger and Steiner missed with their first grenades into the mortar emplacement - rather embarrassing.  The Command bunker copped it from grenades but the young lad managed to survive.  Rather worryingly, the Maxim MMG turned around and was just lining up its three shots but Schmidt slotted one with his telescopic sighted rifle and Cpl Schnobart got the other crewman before it could fire.  A second set of grenades wiped out all 3 mortars and that was game over.

A German win with no casualties ("Good Kill") but they were a bit miffed not to have the Russian boy as a captive - he legged it off the board.

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Urrah

Game 2 “The Death of Leutnant Meyer”. A defensive action against a large Russian assault. Action centred on a tripod mounted MG34, with the Recon platoon and Lt Meyer at the centre of the action. Capt Stranski runs around at the back, controlled by the Russian player.  Russians work as horde, so just keep coming until a time limit is reached, when reinforcements arrive on 30 points as in the Zulu scenario in the One Hour Skirmish rulebook.

Germans, Motivation 4

Survivors of Game 1, any of which can substitute an MP 40 or PPSh SMG for rifle, (Steiner gets a PPSh from game 1) plus:
Lt Meyer, MP 40 SMG, Pistol, Leader 2
Pte Dietz, KAR 98 Rifle, Bayonet 2 x Grenades (“They are sending us babies now”)
Tripod MG 34 Crew – Crew served weapon, 3 shots

Cpl Schnobart counts as Dead Shot on MG34 if he joins the crew after either are downed or killed.

Captain Stranski (“Heroic Horses Ass”), MP 40 SMG, Pistol, Leader -2, controlled by Russian player using their action points, has a -2 morale effect when within 6 inches of the Recon platoon (so he negates 2 of Steiner or Meyer’s leadership)

Trenches count as hard cover so +2 cards.
After checking Army Morale at the end of each turn, the German player draws a card and notes the value.  Once this total has reached 30 the game is over as reinforcements arrive from Battalion and Steiner is wounded by an explosion.

Russians, Motivation 3

Officer, Pistol, Binos, Leader 2
8 x Ivans PPSh SMG, 2 Grenades
8 x Ivans Rifle, Bayonet, 1 Grenade
1 DP LMG Crew Served Weapon, 2 Shots, can move but costs 2 actions

Any Russians killed reappear at the tree line in the following Russian turn


Random Events, large artillery shells, AP 5, 3” radius 3 cards attack, 3-5” radius 1 card attack.  Centre of table, draw 3 cards, 1st card = clock face, next two cards = distance from centre of table. 

Lt Meyer's Charmed Life

Result

The Russians suffered from consistently low action point cards so never really got their attack going.  The Recon platoon deployed swiftly and started taking out lots of Russians. There were a couple of close shaves from the random artillery and the Russians shot up the tripod MG42 but, with Cpl Schnobart working it, the Germans wasted Russians fast - just as in the film.  Lt Meyer was never really threatened though, other than by an artillery shell which he survived. Then the Russians turned an ace on their morale check - with lots of casualties it was game over.  

Again, no German casualties, Capt Stranski never really got going due to the shortage of Russian action points.  
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Escape


Game 3 “Tank in the Factory” Another Russian assault but focused on the T34/85 in the factory part of the action. 

Germans, Motivation 3 due to stress, casualties and Stranski’s influence in the absence of Steiner.

Survivors of Game 2 (excluding Capt Stranski and Lt Meyer if they survived)

Option 1, add 3 x Teller mines to any Germans, close combat contact placed, AP5

Option 2, add a Pak40 75mm gun, AP7, 3” radius or an IG18 75mm Infantry Gun, AP4, 3” radius.

Russians, Motivation 3 as they are now seriously on the attack

T34/85 Medium Tank, Armour 4/2/1, 85mm Heavy Tank Gun AP7, 3” radius, coax and hull MG, arrives on Russian turn 3

Commissar, Pistol, 2 x Grenades, Leader 2
4 x Ivans PPSh SMG, 2 x Grenades
4 x Ivans Rifle, Bayonet, 1 x Grenade


Result
Game 3 was quite a laugh as we used my 1/72 scale motorised T34/85, which actually managed to climb into the factory on its second move under its battery power. The Russian infantry were again too short of action points to get going fast but on Turn 3 the tank rolled forward and started slaughteringthe tail end of the Recon platoon.  The Germans just managed to get the key people out of the tunnel but Köne and Axel got wasted by the T34, both red card deaths at the end of the turn. 

The Victor

Overall Conclusion

Great fun, quite close to the film in Games 1 and 3 but in Game 2 the Russians just kept turning over low action point cards: stuff like this happens in real war and in some films though, so very enjoyable evening.  We used a mixture of 1/72 figures, by Pegasus, Italeri and Revell and lots of Amera and Bellona vac formed terrain for an old school vintage feel.



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