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A random series of articles on war gaming in 40K, FOW and other systems. The headings are, WiP; Conversions and models in various states of assembly. PiP; Paint works on various models. Mission Critical; scenarios or missions to bring a bit of a twist to a normal game. MiA; rules for units and characters that could/should/might appear in a game. Dig In; How to guides on making various types of terrain for different game systems. Sit Rep; Battle reports and after action reports on games played

Tuesday, January 12, 2010

If you go down to the woods today

FOW scenario set on the Eastern Front 1944
Design Notes;
Adapted for FOW from battlegames table top teaser book
edit updated 2-1-11 after a couple of close fought games the Russian always seemed to win so the germans have been reinforced with an extra anti-gun and the time limi has been reduced.


Overview;
The German army continues to retreat into the West with the Red Army in close pursuit. As the Germans attempt to form a stable front a Russian reconnaissance force attempts to find a path through a lightly defended forest to turn a flank.

Terrain;
The game is played on a 8'x6' table. The table is split, along the long table edge (8’), into three area representing the east, centre and west of the battlefield. The eastern area is fairly barren consisting of sporadic hills and woods. The centre and western areas consist of a large number of small forests which block line of sight from East to West of the table. Each forest must be within 6" of another. The forests are impassable for vehicles the open ground between the forests will have no effect on movement.

Depolyment;
The German force are set up in ambush (see special rules). The Russian move on from the eastern table edge. The Russians get the frist turn,

Forces;
Russians (attacking);
1 Razvedi Battalion HQ (with Kommisar and attached anti-aircraft platton)
2 Razvedi Platoons (4 rifle squads )
1 Spetsnaz platoon (2 squads)
1 Sapper Company (3 platoons with attached pioneer supply truck)
1 Light tank company (7stuarts)
1 Light Armoured Car Company (5 BA-64)
1 Tankovy Company (3 T34)
1 Cossack company (2 platoons)

Germans (defending)
In order to keep up the uncertain for the Russian there are three possible german forces defending the woods. The German player must secretly roll a D3,
1;
1 Company HQ (2 Panzershreik)
2 Sperr Platoons ( 2 sections with MGs and panzerfaust with attached HMG team)
1 Sperr Anti-tank Gun Platoon (2 sections and panzerfuast)
1 Assualt gun platoon (2 stugs)
1 Sperr pioneer platoon (2 squads and panzer faust)
2;
1 Company HQ (2 Panzershreik)
1 Sperr Platoon ( 2 sections with MGs and panzerfaust with attached HMG team)
1 Sperr Anti-tank Gun Platoon (2 sections and panzerfuast)
1 panzer platoon (1 pantherP)
2 Sperr pioneer platoons (2 squads and panzer faust)
3;
Company HQ (2 Panzershreik)
2 Sperr Platoons ( 2 sections with MGs and panzerfaust with attached HMG team)
1 Sperr Anti-tank Gun Platoon (2 sections and panzerfuast)
2 Sperr pioneer platoon (2 squads and panzer faust)
1 Tank Hunter Platoon (1 hetzer)
Regardless of which option is chosen the German player has an additional 2D3 minefeilds and D3 snipers

Special Rules;
It's an ambush;
All the German units including the minefields are set up in ambush as per the FOW rulebook.

Victory conditions;
The Russians have 12 turns to get a single unit, above half strength, to leave the table from the western table edge. 
German view of the Russian advance.

Cossacks attempt to clear a wood of Grenadiers
 While armoured cars move to outflank them.

 Cossacks Vs machince guns this does not end well.

 Stuarts Vs Panther

 In another woods Russain pioneers meet their opposite number trying to clear a path for the T34s.

 Russian armoured cars are hard pressed to be everywhere to limit German ambushes.

 Russian sight more pioneers in another wood

Russian armoured platoon destroys a panther in close combat

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