Tag Archives: NQM

2nd Alamein – NQM Squared – The South

44 Inf Div and 7Armd Div

44 Inf Div and 7Armd Div

Having walked through the northern third of 2nd Alamein to see if the real estate fitted (it did), I worked through the head-to-head infantry attack of 44th Infantry Division against Folgore.

Folgore Defence in Depth

Folgore Defence in Depth

The battle commenced with a divisional barrage that put serious disorganisation of 1/3 onto the dug in division (25pdrs M against dug-in infantry M). The infantry then followed this in, winning the firefight and evicting the first line of defences with 100% disorganisation in the close assault.

Ramke Falschirmjaeger Brigade

Ramke Falschirmjäger Brigade

 

I ruled that, being veteran, Folgore could immediately counterattack with its second line of defence, during the second close assault phase and pull its first line of defence out to reorganise. 44 Div were allowed to do the same in the third close assault phase, ending the turn. In future though, I shall restrict immediate counter attacks in the enemy’s turn to veteran troops.

Pavia and Folgore

Pavia and Folgore

This produced a very satisfying to-and-fro battle that left both sides’ infantry at about 50% casualties, with all artillery ammunition exhausted by the end of 4 rounds of fighting.

Folgore and Ramke from Allied Lines

Folgore and Ramke from Allied Lines

Other rulings were that:

Infantry could not pursue beyond their one square range.

Infantry could attack a diagonal square, but only if they were able to attack it orthogonally from the front or flank without interference from enemy on their own front or flank.

In other words, they could not ignore an enemy to their front in order to concentrate an attack on an enemy to their diagonal front, and they can only do this because the one free diagonal move per game turn that they are allowed places the square they wish to attack in reach.

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Filed under "Rules" Explanations, 15mm Miniatures Wargames, 8th Army - British and Commonwealth, Artillery, DAK, Infantry, Italian Army, Italian Army, Land Battles, NQM Squared, The "Rules", Wargames, Western Desert, WWII

Minefields and Strongpoints

Minefields and Strongpoints

Minefields and Strongpoints

The Devils Gardens sown around ALAMEIN were complex and wide ranging. Even today, tourist guides advise not straying off tracks, and this despite massive postwar clearance efforts. I should state that I don’t like mine warfare, possibly because part of my job involved training to lay them and actually digging up other peoples mines.

They are however, a major part of the ALAMEIN battlefield, and they need to be modeled. Tradition dictates that a roll of wire wrapped around a Biro and stuck to a lollipop stick is the way to do it and Trebian takes this approach. I went for thin marine ply with sand PVA glued on top and sealed with acrylic paint in suitable shades. Some have mines and other items of interest on them. I went with 150mm (6″) strips to match the square sizes.

I also did a bit more work on the hills and strongpoints to help them blend in. the shot above is a work in progress. You can see that the top right strongpoint has had its top sliced off like a soft-boiled egg, and had an emplacement dropped into it

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First Siege of TOBRUK

I had planned to do a TOBRUK mini-campaign, but on closer examination, the following scenario problem seen at Phase V presented itself. I may work it up to a full game, but at present it does not hold enough operational interest to pursue before other projects:

Phase I: Operation Sonnenblume (6 February – 25 May 1941). The Germans drive the Allies east, isolate TOBRUK and on 10 April attack a largely Australian defence. The Australian infantry prove that a coherent infantry force behind well-sited concrete defences in three layers can contain a frontal armoured attack.

Phase II: Two unsuccessful allied relief attempts ensue, Operation Brevity (15–16 May), Operation Battleaxe (15–17 June), before Operation Crusader (18 November – 30 December) relieves TOBRUK on On 27 November 1941.

Phase III: Around TOBRUK itself, nothing happens for five months operationally. The Germans lack the strength to penetrate the defences and at the same time fight of the Allied counter-offensives.

Phase IV: After TOBRUK is relieved, the garrison is changed (see below).

Phase V: The Axis forces attack, and Tobruk falls in a matter of hours!

HQ 9th Australian Infantry  Division & Tobruk Fortress

HQ 3rd Armoured Bde (60 x tanks working; another 26 tanks in repair)

3rd Hussars/5 the Royal Tanks (Det 4 x light tanks and 18 x cruisers) 1 Crusader (CF3)
1st Royal Tank Regt (Det 15 x light tanks and 19 x cruisers) 1 Crusader (CF3)
1st Kings Dragoon Guards (30 x armoured cars) 3 Marmon Herrington @ (R1)
4th Royal Tank Regt (Troop of 4 x infantry tanks not modelled)

For local colour, substitute a Crusader for an M13 with a huge kangaroo painted on the side

18th Cavalry Regt (Indian)
HQ Royal Horse Artillery

 

1st RHA Regt 1 25-pounder (S2)+ tractor (L2)
3rd RHA (minus one bty) (16 x 2-pounder antitank guns) 2 2pdr Atk guns @ (S1)
104th RHA Regt (16 x 25-pounders) 1 25-pounder (S2)+ Quad tractor (L2)
107th RHA Regt (16 x 25-pounders) 1 25-pounder (S2)+ Quad tractor (L2)
51st Field Regt (12 x 18-pounders and 12 x 4.5 inch how) 1 4.5″ Howitzer (S2)+ tractor (L2)
2-3rd Aust Antitank Regt (Unkown no., type, Bofors
(minus one bty) 37-mm; Breda 47/32-mm; 2-pounders) 2  Atk guns @ (S1) (from the previous list)

 

HQ Royal Australian Engineers

 

2nd Aust Field Bn 3 Engr stands @ (E1)
2-4th Aust Field Park Company
2-1st Aust Pioneer Battalion 3 Pioneer stands @ (E1) –count as logistic when fighting

 

Signals 9th Aust Div
HQ 18th Aust Inf Bde 1 Comd stand (F3)
16th Aust Antitank Company 1 (C1) 2pdr Atk stand
2-9th Aust Inf Bn 1 Rifle stand (F3)
2-10th Aust Inf Bn 1 Rifle stand (F3)
2-12th Aust Inf Bn 1 Rifle stand (F3)

 

HQ 20th Aust Inf Bde (As 18th bde above)

20th Aust Antitank Company
2-13th Aust Inf Bn
2-15th Aust Inf Bn
2-17th Aust Inf Bn

 

HQ 24th Aust Inf Bde (-) (2-25th Inf Bn still in Australia) (As 18th bde above)

24th Aust Antitank Co
2-28th Aust Inf Bn
2-43d Aust Inf Bn

 

HQ 26th Aust Inf Bde (As 18th bde above)

26th Aust Antitank Coy
2-23rd Aust Inf Bn
2-24th Aust Inf Bn (as above)
2-48th Aust Inf Bn (as above)

1 Royal Northumberland Fusiliers 1 Machine Gun stand (S3)

9th Aust Div Supply Column
7th Aust Div Supply Column
2nd Aust Field Ambulance
9th Aust Div Provost Coy
9th Aust Div Protection Pl
9th Aust Div Empl Pl
9th Aust Salvage Unit

 

Fortress Troops
Royal Artillery
HQ 4th Antiaircraft (AA) Bde

 

13th Light AA Regt
14th Light AA Regt
51st Heavy AA Regt
3rd Aust Light AA Regt

 

Notts Yeomanry (coast defense)

Royal Engineers (under CRE, 9th Aust Div)

295th Field Coy Royal Engineers
551st Tps Coy Royal Engineers
4th Field Sqn Royal Engineers
143d Field Park Troops

Signals (under Comd Signals, 9th Aust Div)

K Base Section
27th Line Maintenance Section

 

Royal Army Service Corps (RASC)

309th Reserve Motor Coy
345th Reserve Motor Coy
550th Coy

Medical: 16th MAC

Royal Army Ordnance Corps [RAOC]

2nd Armoured Div Workshops RAOC
A Sect Ord Field Park AAOC

 

HQ Tobruk Subarea

1st Libyan Refugee Bn
2nd Libyan Refugee Bn
4th Libyan Refugee Bn
HQ 45th Group
1205-7th Indian Pioneer Coys

Admin units have been omitted and are represented by supply dumps.

Use the DAK orbat for Gazala for the Germans

 

Sources:

  1. https://en.wikipedia.org/wiki/Siege_of_Tobruk [Accessed 7.11.16]
  2. http://www.ww2f.com/topic/24891-orbat-tobruk-fortress-april-1941/ [Accessed 7.11.16]

 

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NQM Squared – The Main Changes

164th Light Afrika Division

164th Light Afrika Division

There is not that much that needs to be changed to make NQM compatible with squares. Here is the first draft of the main changes. I have not entirely decided how to manage orthogonals yet. Currently:

  1.  All units may translate one diagonal move per turn. For example, infantry moving one square may always take it diagonally if they wish. units must still abide by rules governing entry to or exit from squares.
  2. Defences may sit entirely in one square or on the boundary of two, or four squares, controlling every square they sit in. They may be close assaulted in every square they are in, during the same move. They may receive fire from every unit that chooses to shoot at them from the same square or across a square boundary for longer ranged weapons. Defenders must choose who they are shooting against.
  3. Attackers must first win a firefight to close assault any square that a defender sits in. They must enter the square that the defender is in to do so. Defenders may have more than one line or position of defence in a square. Each line or position must be close assaulted  and defeated to control the square.

MOVEMENT

MOVEMENT RATES

The Advance in Contact/Assault (A) rate is used for attacking troops who break into a position, or fight through an area forcing the defender to withdraw.

The Road March/Rout (R) move rate normally only applies to Echelon or Transport and HQ units on good roads, or anyone fleeing or withdrawing from enemy contact.

Nose to Tail on the ORANIENBAUM Road

Nose to Tail on the ORANIENBAUM Road

The lead fighting elements of a unit move at the Move to Contact (M) rate unless moving non-tactically on roads, in which case they move at the Road March/Rout (R) move rate.

Troops in defences are Static (S)

Happily, these Initials coincide with Tim Gow’s Megablitz “SMART” movement states and are expressed in Squares (but I haven’t felt the need to adopt Tim’s closed decision-making, nice though it is, as defenders can choose to stay or withdraw, unless forced to retire by morale. Defenders are only overrun if the attackers are more mobile e.g tanks or motorised troops overrunning infantry).

MOVEMENT RATES TABLE *

Movement rate Expressed in Squares:

Advance in Contact/Assault (A) – Move to Contact (M) – Road March/Rout (R)

Light Recce: A2 M4 ** R6 ***

Armoured: A2 M3 R5

Motorised A2 M3 R5

Foot: A1 M1 R2

Cavalry/Cycle/Horsedrawn A1 M2 R3

Table 1.

* Further penalize movement for congestion etc.

** Only against Lt Recce, otherwise as for foot or armour

***Also Armour on Tank Transporter units

REAL ESTATE TABLE

Frontages *, Column Depth

Battalion: 1-2Km, 2Km (5cm – 10cm)

Brigade or Regiment: 3-6Km, 9Km (15cm – 30cm, 45cm)

Division: 6-9Km, 12Km (30cm – 45cm, 60cm)

Table 2.

*Use the lower limit in close terrain and the upper limit in open.

Chris Kemp’s Not Quite Mechanised – Umpire guidelines for tabletop operational war games . Copyright 1985-2015

THE RECCE SEQUENCE

RECCE SEQUENCE

To make the recce sequence run even faster in the early part of the game, consider dispensing with the recce’s limit on movement, but only allow them to make ONE recce test per move. If the recce blunders into a hidden defender that it has not reconnoitred, it is ambushed and rolls at -1 to its normal modified score.

This sequence is used for reconnaissance bases or stands (recce) and others coming up against a concealed enemy.

The attacker rolls a Red die, the defender rolls a a Blue die. ROLL THEM BOTH AT ONCE. The recce can elect to look at a position likely to contain enemy, or the defender can shout STOP at a point where the recce is likely to be engaged, with any adjustment being made once the dice result is in the open.

Advancing recce can only look at one area per move. This has the effect of forcing them to adopt a slow low risk advance, or a fast high-risk one. For those who ask, “why does recce not get a bonus?”, their advantage is speed. If you feel they are more skilled than infantry line troops, then upgrade their status accordingly.

Apply the following modifiers:

Elite +2, Veteran +1, Regular 0, conscript/militia -1, Green -2

Compare the scores. The Highest wins.

If the defender wins by:

+1, the attacker may remain in contact,

+2 the attacker withdraws out of contact,

every point over +2 places a pin on the attacker.

If the attacker wins by:

+1, the defender lays out his minefields and outpost line,

+2 his main defensive line as well,

every point over +2 places a pin on the defender.

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MostaLeninograd Makeover

Moscow looking south east

MOSCOW looking south east

My MOSCOW model doubled as LENINGRAD with no alteration, but I am unlikely to need to model either city again in this campaign.

LENINGRAD

LENINGRAD looking north

Time for a makeover. I chopped the base up into smaller pieces, so that it can be used for smaller built-up areas, or even STALINGRAD, if I do it again as a set piece. For terrain pieces, I have nominally used 75mm and 150mm as sizes (3″ and 6″). This should make life simple when playing NQM Squared.

MoStaLeninograd in Stalingrad Mode

MoStaLeninograd

MostaLeninograd in Stalingrad Mode

Predictably, the buildings didn’t quite fit this grid. Late last night I was wandering around the back streets of modern VOLGOGRAD, and was struck by how little had changed. The factories are in largely the same places, and residents’ houses are crowded into rectilinear grids in much the same style as 7o years ago. I was also struck by how much open space there is around the city, and relatively speaking, how low-rise the city appears because of the wide boulevards between buildings. How much of this is post war remodelling, I don’t know.

 

 

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NOVOGOROD Mar ’43 – NQM Squared

 

31 Rifle Div in the Attack on a 9 km Frontage

31 Rifle Div in the Attack on a 9 km Frontage

VELIKY NOVOGOROD sits  astride the River Volkhov, at the northern tip of Lake Ilman. The Command decision Hex Grid Europa map runs a straight rail line between LENINGRAD and MOSCOW, and ignores this inconvenient piece of geography to put NOVOGOROD on the rail line.

33 Rifle Div Assaults 126 Inf Div in NOVOGOROD

33 Rifle Div Assaults 126 Inf Div in NOVOGOROD

For this game, finishing the Soviet winter offensive, I put the city and rail lines back where They should be. It was also the first outing of the new squared board, and a chance to see how a Wehrmacht Korps defence in depth fared against a Soviet army of 3 divisions.

30 Inf Div Defend the River Volkhov

30 Inf Div Defend the River Volkhov

To the south, 126 Infantry Division held NOVOGOROD, and to the north, 30 Infantry Division held a line 9 km deep.

 

33 Rifle Div advances on NOVOGOROD

33 Rifle Div advances on NOVOGOROD

32 Rifle Div Moves up to the VolKhov

32 Rifle Div Moves up to the Volkhov

Facing them was 34th Army with 31, 32 and 33 Rifle Divisions. As in Phil’s original game, we used Tim Gow’s Megablitz SMART counters to codify the tactical stance of the two sides, but we retained the NQM table 12 winning the firefight for resolving combat. Phil’s movement table was used.

First Bridgehead over the Volkhov

First Bridgehead over the Volkhov

During the course of the game, 33 Rifle made no progress attempting to break into NOVOGOROD, contenting itself with demonstrating outside. 32 Rifle forced a crossing over the River Volkhov, and broke into the main line of 30 Inf, but was forced to withdraw as a spent force. 31 Rifle was more successful, with one of its regiments finding the northern flank of 30 Inf, and bypassing it.

Hier ist die Luftwaffe!

Hier ist die Luftwaffe!

The Luftwaffe  was more active than over LENINGRAD, and succeeded in driving off Sturmovik regiments and inflicting some damage on one of the river crossings, but failing to destroy either.

They Couldn't Hit a Barn Door at this Dist....

They Couldn’t Hit a Barn Door at this Dist….

The month ended with NOVOGOROD surrounded but the Wehrmacht falling back in relatively good order until the Rasputitsa halted all movement in the north for a month.

High Water Mark

High Water Mark

Post Game Ideas that were Discussed:

  1. Allow attacks from troops that share a square edge in common, but not corners.
  2. Ranged support troops (artillery, AA) can be further back.
  3. Air assets can be placed on airfields or baseline at the start of the game. They must roll an appropriate number to activate a sortie (or perhaps get the first one free), then return to base and reactivate when they reach an appropriate score – perhaps reducing the number by one on each subsequent attempt, perhaps not..
  4. Recce and Engineers show hits on their main (E3) or (R3) stand, but the markers can show where the actual effort is going in.
  5. Defences need to be shown in a fairly abstract manner

 

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How is ALAMEIN Shaping up?

7 Armd Div before being slimmed down

The collection of models for ALAMEIN (and later, Tunisia and Italy) is coming on nicely, but I’m hitting some hard limits on (a) storage space,  (b) how much board space I need to lay ALAMEIN out, and (c) the sheer numbers of infantry needed . YesthatPhil previously posited that the players would be happier with a more formal game sequence and squares to help with directions (I believe the original armies had similar problems with maps and compasses), so there may be some mileage in going to NQM Squared.I’m still not a fan of rectilinear military thinking, but if it gets the job done, it’s a compromise that I’m willing to make.

Phil has paved the way there with Megablitz Squared in an elegant blend of NQM and Megablitz, using PBI 6″ squares. In addition, the work that Bob Cordery has put in with The Portable Wargame concept has made squares much more acceptable to players.

My initial sums on the back-of-a-fag-packet led me to believe that the ALAMEIN front of 40miles (65Km) could fit onto a 6.5m tabletop at 10cm per Km (1:10,000). Trebian’s Shedquarter table is 11 feet, or 22 x 6″ (150mm) squares. If the scale is halved to 1:20,000 then that makes a square about 3Km across. A battalion normally holds a frontage of about 1Km or 50mm.

Megablitz divisions are roughly half the size or smaller than those in NQM, but I have been fighting the Eastern Front at between half and 1/3 scale anyway. It would make sense to write orbats for  these army-level games that more accurately reflect what we are actually doing. This makes a lot of sense for 1943 onwards, where on the Eastern Front, the numbers of units increased along with their firepower, but the manpower shrank as the battlefield emptied in response to the increasing lethality of the weapons employed.

This halves my problem for ALAMEIN. It means some sacrifices in orbat chrome to achieve game room for higher level functions, but the die-rolling grind should be halved:

The first simplification is to remove the distinction between support and fighting stands within the infantry battalion. If a battalion is now S3 instead of S6, this no longer matters. The support will sit at regimental level, and headquarters will sit at divisional level.

I will need to make explicit the defence tactic of dispersed defence in depth to reduce the lethality of artillery barrages, whose main effect seemed to be to impose disorganisation on defenders, and disruption/delay on attackers with casualties as a by product. The German defenders at ALAMEIN do not seem to have suffered excessive  casualties from a heavy set piece bombardment conducted to WWI standards of planning by a highly professional artillery arm, but it did stop thenm from interfering with minesweeping and the initial advance.

Divisional supporting battalions such as Anti-aircraft Anti-tank and artillery will have to express their effect over the area of the division. squares should make this easier. This should free up time for logistic matters that are usually ignored when the combat becomes heavy. I have felt for a while now that I only need to track artillery ammunition and fuel for armoured divisions: no-one else ever really reported running out of stuff down at battalion level.

Small markers that don’t really play a part in the came or occupy real estate can be subsumed into units – namely RMP and FOOs. Single figure markers may be useful here.

7 Armd Div Corps Scale Orbat

7 Armoured Division. Corps-Scale Orbat (March 2018)

The first stage is to play a trial game to make sure that the balance between infantry, armour and artillery is still intact.

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Leningrad Counteroffensive (4)

LENINGRAD 4 Guards Rifles North 1

LENINGRAD  – 4 Guards Rifles Assault from the North

As the battle for LENINGRAD moved into the centre of the city, heavy guns from the captured icebound Soviet Fleet came into play.

 

Not Your Run-of-the-Mill Wargame

Not Your Run-of-the-Mill Wargame

LENINGRAD SE

LENINGRAD SE

On the Soviet side, no fewer than three B-4 and B-2 regiments laid down a sustained bombardment of the shrinking German lines. This was the largest concentration of heavy artillery seen since the siege of MOSCOW.

Engineers came into their own, with two bridges proving harder to demolish than their size would suggest. Rolling two successive ones didn’t help either!

LENINGRAD Failed Demolition

Anything but a one!

Second Bridge Demolished in the Nick of Time

Second Bridge Demolished in the Nick of Time

The LENINGRAD garrison continued to be pressed from the north, east and south.  Soviet siege artillery pounded the centre of  the  City into rubble with no respite.

13 MR Assault

13 Motor Rifle Assault

Retreat at the Pace of the Slowest

Retreat at the Pace of the Slowest

The survivors that streamed out of the city were shell-shocked and reduced in numbers by 30-60%, And the attackers fared little better as General Zhukov fed more divisions into the meat grinder.

LENINGRAD City Centre

LENINGRAD City Centre

LENINGRAD City Centre is Retaken

LENINGRAD City Centre is Retaken

The Commander of I Infantry Corps received a LittleFuhrer directive ordering LENINGRAD to be held to the last man. It was already far too late for that, so after ordering a breakout and fallback onto the Oranienbaum position, The Corps Commander joined the final few survivors clinging to the Docks area.

I Corps Commander's Final Stand

I Corps Commander’s Final Stand

He was last seen ordering the destruction of fuel oil and ammunition on the jettys, before being overwhelmed.

I Corps Commander's Final Stand

I Corps Commander’s Final Stand

The Soviets, too, were at the end of their resources, so consolidated their position against counterattacks. A final assault on ORANIENBAUM was repulsed. As the Rasputitsa began its thaw and ice on the NEVA broke up, an uneasy peace settled over the  ruined city of LENINGRAD.

 

Nose to Tail on the ORANIENBAUM Road

Nose to Tail on the ORANIENBAUM Road

Game notes:

The new bases speed things up by making it clearer which battalions belong where in attack and defence. I don’t quite know if I approve of the tidiness, but it makes things faster for the players, so that’s good.

Engineers were vital in this game. Neither side had enough. Normally an engineer base is 1SP; I tripled this to 3SP and things were still tight. I ruled that breaching minefields under fire needed a 4-6 on 1d6 in the first turn, with an accumulating one reduction in second and third turns to 2-6 as a minimum die roll on subsequent rurns.

We started by recording hits by placing a die next to the unit affected, then by placing pin markers at the end of a move. It helped to show the situation during attacks. It is easier to place pins on the new larger bases.

The total playing time worked out at about 8 hours, with an hour at each end setting up and packing down. You are not imagining it if you think that the paint jobs on some of the units became more complete during the game. I took advantage of the layout to touch up a few of my own units during the intervals between games.

I need more ambulances and radio trucks for both sides.

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LENINGRAD Counteroffensive (3)

The LENINGRAD Front Artillery Masses

The LENINGRAD Front Artillery Masses

As the third day of the counterofensive dawned, leading squadrons of 9 Cavalry Division probed the minefields fronting the 58 Infantry Division position. Early attacks were repulsed easily, but these masked Soviet pioneer companies  moving up to breach safe lanes for 13 Motor Rifle Division.

Short Daylight Hours do not Halt the Offensive

Short Daylight Hours do not Halt the Offensive

A second wave of cavalry, supported by artillery and airstrikes was on the brink of succeeding, but morale failed at a critical point in the assault under a well-timed counterattack from 58 Division’s reserve regiment.

9 Cav Retreats as 13 MR Advances

9 Cavalry Retreats as 13 MR Advances

To the north, the southern defenders of LENINGRAD  were firing onto 13 Motor Rifle Division, in the hope of inflicting significant casualties, but the division maintained its own advance westwards and ignored the pinpricks to its flank.

13 MR Assaults 58 Inf

13 MR Assaults 58 Inf

As the remnants of 9 Cavalry withdrew to the east, more airstrikes paved the way for 13 Motor Rifle to breach 58 Infantry’s northern flank.

Another Wave of Bombers Pound 58 Inf

Another Wave of Bombers Pound 58 Inf

Airstrike Hits 58 Inf with Devastating Results

Airstrike Hits 58 Inf with Devastating Results

Under pressure, the division made its way back  to the airfield at ORIENBAUM. Ju-52s had been ferrying supplies in to LENINGRAD, and casualties out, until the very last moment; but now the last Tante Jus lumbered off westwards, escorted by Fw-190s. After reorganisation, the fighting strength of 9 Cavalry was down to 50%

Overworked Luftwaffe at Flugplatz ORANIENBAUM

Overworked Luftwaffe at Flugplatz ORANIENBAUM

4 Guards Rifle Division and 27 Rifle Division continued to press forward into the eastern defences, gaining ground, then losing it, before subjecting the area to such a fierce combined air and artillery bombardment that the area was left an uninhabitable ruin to defender and attacker alike. ¹

Eastern LENINGRAD in Flames

Eastern LENINGRAD in Flames

28 Rifle Div Breaches East LENINGRAD

28 Rifle Div Breaches East LENINGRAD

4 GR Assaults from the North

4 GR Assaults from the North

4 GR Breaches LENINGRAD from the North

4 GR Breaches LENINGRAD from the North

As the attacks bore in on the outskirts of LENINGRAD, army and front-level artillery added their weight to the assault, exacting a severe toll on the defenders.² The centre of LENINGRAD  began to fill with displaced units and the first bridges over the NEVA were demolished by the rearguard³

LENINGRAD Breached from the North and East

LENINGRAD Breached from the North and East

To be continued …

Game notes:

  1. The first time we ran this sequence, the defender’s reserve regiment managed to evict the attackers. Phil pointed out, quite reasonably, that the bombardment should have fallen on the reserves as well. We re-ran it and this time the defenders were wiped out but the attackers failed their morale due to casualties and withdrew disorganised.
  2. I have been waiting for some years to use my Long Tom masquerading as a 203mm B-4M. We graded it as extra-heavy and  used a red die, which rolled a gratifying number of ones! It can be seen that a Long Tom looks nothing like a B-4M, but I didn’t know that in pre-internet days.B-4M in its firing position.
  3. Shortage of real estate will become critical for the defenders in this game. If there is no space for units, it will force them to reorganise and consolidate stands in order to fit into the space available. It should also be noted that the logistic units can defend, but not counterattack.
  4. The outskirts an roads of LENINGRAD were counted as medium defences. We counted the centre as heavy.
  5. The airstrike on 58 Inf was the most devastating use of heavy dice that anyone can recall. The VVS regiments involved have all been promoted to Guards status!

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LENINGRAD Counteroffensive (2)

28 Rifle Div Cross the NEVA with HQ 8 Army

28 Rifle Division Crosses the NEVA with HQ 8 Army

Soviet 8 Army began the offensive from its bridgehead over the Riva NEVA, leading with 27 and 28 Rifle Divisions, and with 4 Guards Rifle Division flanking to the north.

1 Infantry Division defends OSERKI

Resistance from 21 and 11 Infantry divisions was resolute, but the combined weight of air and artillery bombardment, with waves of infantry steadily pushed the defenders out of the position.

 

 

1 Infantry Division Counterattacks Fail to Retake OSERKI

21 Infantry Division Counterattacks Fail to Retake OSERKI

I Infantry Division Repels 4 Guard Rifle Division, but not 28 Rifle Division's Flank Attacks

21 Infantry Division Repels 4 Guard Rifle Division, but not 28 Rifle Division’s Flank Attacks

Regimental level counterattacks failed to regain OSERKI, so a disciplined retreat by bounds of these two largely East Prussian  divisions began, back to the outskirts of LENINGRAD. Meanwhile, the remnants of 21 Infantry Division were reforming in LENINGRAD itself.

I Infantry Division loses OSERKI to 28 Rifle Division and 4 Guards Rifle Division

21 Infantry Division loses OSERKI to 28 Rifle Division and 4 Guards Rifle Division

9 Cavalry Division and 13 Motor Rifle Division Advance

9 Cavalry Division and 13 Motor Rifle Division Advance

On the ORANIENBAUM axis, 9 Cavalry and 13 Motor Rifle divisions made steady progress, against 58 Infantry division.

9 Cavalry Division Pounds 58 Infantry Division with Airstrikes

9 Cavalry Division Pounds 58 Infantry Division with Airstrikes

Ground was given up grudgingly by the Lower Saxon Landser, but in the winter landscape, the Soviet cavalry were in their element.

9 Cavalry Division in Pursuit of 58 Infantry Division

9 Cavalry Division in Pursuit of 58 Infantry Division

LENINGRAD from the South

LENINGRAD from the South

To be continued …

Game Notes:

Observant readers will notice that the Marder III from “Prelude to Leningrad” has morphed into a SiG 33. Phil generously gave it to me, so it only seemed fair to use it against him!

Spot the T-28 and T-35s. They have been sitting patiently in their boxes waiting for LENINGRAD for ages. Don’t they look splendid?

We counted minefields as Medium due to the snow, rather than their usual heavy attack when units cross them.

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