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Post subject: The Battle for Ishun, Crimea 18 -28 October 1941
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Introduction:
After having breached the Soviet defenses at Perekop (the gateway to the Crimea), the German 11th army and its Romanian Allies still needed to make its way past the town of Ishun before the road to Sevastopol and Kerch would lie open for Von Manstein's forces.
The town of Ishun lies to the South of two relatively small salt water lakes. However, since these are obviously impassable and the German couldn't outflank them for lack of landing craft, the Nazi thrusts were channeled into three narrow lanes of approach. These strips of land are pratically devoid of cover; e.g. an attacker's nightmare! Moreover, the Soviets had heavily fortified the area and boasted superior numbers.To make matters worse 11th army's mobile/ armored forces (SS Leibstandarte Adolf Hitler) as well as the 49th Mountain Corps had been transferred to other sectors of the front (The Russians did have tank support!) and the weather conditions were also deteriorating (mud). To top all this off, the Soviets even had air superiority in this sector of the Eastern front, whereas up to now the Wehrmacht had been accustomed to receving overwhelming air support from the Luftwaffe. Von Manstein was forced to do a lot of pleading with Hitler and Goring before air support was finally granted to him. All the Germans had going for them at the start of the battle was the superior quality of their troops and officer corps and better artillery....
Victory conditions:
At the end of round 14; the Germans score 3 Victory points (VPs) for each unit exited off the Southern edge of the board. In addition they score one point for each town hex controlled. The Soviets score 2 points for each town hex controlled at the end of turn 14. A town hex is considered controlled when your side is the only one to have units in it or was the last to have had sole possession of it. All town hexes start under Russian control
Maps:
The maps are the 2" scale maps Able 3 and Baker 4 as well as map dog 1. (I couldn't find anything remotely similar to the actual battlefield using the 3" maps unfortunately. Hopefully WoTC will release similar maps as the ones I used for this scenario in the new scale one day or wather overlay tiles for that matter.....).
Lay -out:
Able 3 (stream SW) Able 3(stream NE) Baker 4(lake W)
Baker 4 (lake East) Dog 1 (village South) Able 3 (stream NE)
On the North- Westernmost Able 3 map, place clear hexes over the hill and forest hex (if you don't have the ones available online, you could use the ones from " Tide of Iron" for instance). On map baker 4 below it, place a clear hex over the town hex. On the centre Able 3 map, place shell-hole tiles over the forest and hill hexes. On dog 1, the north-western forest hex should be a shell hole hex and the Southermost forest hex is clear (i.e. the one with the fork in the road is the only one that's actually forest). On the baker 4 map to the North-East the town hex is clear and the forest hex should have a shell hole tile placed on top of it. Finally on the Able 3 map to the South-East the forest and hill hexes are clear. Roads are considered to continue through a hex, even though a different type of tile may have been placed on top. The streams are to be ignored (imagine they're shallow ditches that have filled with water).
In addition, place 5 water hexes (use marsh hexes) to join the northern and southern parts of the two lakes together where they only consist of 1/2 a hex. Other than these all other half water/ half land hexes are playable!
Additional map set up notes:
Before deploying their forces, the Germans get to place 4 trench hexes in their deployment zone. The Russians get to place 6 trenches anywhere in their deployment zone, except in the town hexes.. However, the RUSSIANS (only) may NOT place these trench tiles adjacent to one another! For effect of trenches see special rules.
Deployment and opposing forces:
The Germans set up anywhere on the Northernmost 3 rows of (full) hexes. The Soviets may set up anywhere except in the German set up area. Soviets deploy first (both sides' trench hexes must still be deployed along with the bunkers, barbed wire and minefields!). The Germans automatically win initiative on turn 1.
Elements of the German 73rd ,46th and 22nd infantry divisions (11th army; 54 Corps):
4x Wehrmacht oberleutnant (see special rules)
5x flammenwerfer
5x Pioneers (engineers)
9x Mauser
3x Spotter
5x Wehrmacht Veteran infantry
2x Nebelwerfer (see special rules)
4x MG 42 (= MG 34)
3x Light mortar
2x 81 mm mortar
1x German hero (see special rules)
1x Headquarters (off board; e.g. cannot be attacked!)
1x ammo dump ( off board; e.g. cannot be attacked!) (see special rules)
Air support (see special rules):
3x Stuka JU B (see special rules; use stuka JU 87 G proxies)
1x Bf109E
2x Messerschmitt ACE
The Russians set up anywhere besides in the German deployment area.
Elements of Soviet Coastal army (Petrov) and 51st army (Batov):
3x Commissar (see special rules)
1x Veteran NCO
4x Maxim MG
3x 81 mm mortar
14x Mosin Nagant
6x Ppsh 41 SMG
3x Degtaryev DP 27
2x spotter
1x Sniper (see special rules)
2x Cossack Cavalrymen
1x Cossack Captain (horse-mounted; use Polish cavalry piece + Cossack Captain's initiative and intimidation SAs!)
1x hero (see special rules)
3x Minefield (deployed at set up!)
4x Barbed wire
3x bunker/pillbox (see special rules)
Soviet armored support: (see special rules):
1x T 35
1x T26
1x T34/76
1x BT7
Soviet air support:
2x Yak 1 (use spitfire proxy and see special rules)
Special rules:
Lakes: Units may not use direct fire to fire across lake hexes. I.e. that is, from one of the three lanes of approach into another. Aircraft are NO exception to this rule! Neither is it possible to spot from one lane of approach into another.
Maximum direct fire range: The maximum range for direct fire is 8 hexes ( but mind the previous " lakes" rule!)
Wehrmacht Oberleutnant: In addition to its regular SAs it receives the following special abilities:
* Fanatic: This unit ignores face-up disrupted counters.
* Exert will: At the beginning of your movement phase face-up disrupted counters from adjacent soldier units are removed.
* Limited spotter: When an enemy unit is within 4 hexes of this unit, it may call in indirect fire (aircraft dice are NOT affected).
Nebelwerfer: The Nebelwerfers have the indirect fire SA.
Mud: Before the start of each turn, roll a die (start rolling on turn 2). Once the number is lower than the current turn, mud conditions apply from then on. For simplicity's sake the effect is that the German ammo dump is removed from play from then on. (The Germans suffered from supply problems once the mud set in).
Trenches: In addition to its regular effect of giving any soldier unit in a trench hex +1 to its cover roll, a trench hex also grants any soldier unit in it +1/+1 defense.
Bunker: A bunker is attacked with a unit's AV stats. A bunker has a 5/4 defense. Rather than being disrupted, it receives a (lightly) damaged counter when it would normally be disrupted. This damaged counter is NOT removed. It lowers the bunker's defense by 1/1. When a unit would normally receive a damaged counter, a bunker would receive an additional damaged counter (face-down). This permanently lowers the bunker's defense by 2/2. If it were to receive another damage counter it would be destroyed as well as any unit inside. A bunker can hold one soldier unit. A unit in a bunker can only fire at units in front of it.
German air support: Before the start of each turn roll a die and then add 1 to the result. Once the combined number is lower than the current game turn, the German air units become available from then on. Start rolling on turn 3. NB: Soviet air support is available from turn 1!
Stuka: The Stuka used in this battle has the following stats and SAs:
Defense: 4/4
AS: 7/5
AV: 7/5
SAs:
Slow: When enemy aircraft attack this unit they receive +1 to their die-roll.
Steady firing: This unit rolls two extra attack dice when attacking a soldier (i.e. the stats given above under " AS" aplly to aircraft in this particularcase, against soldiers they'd fire 9/7).
Sirens: After attacking a target, roll a die for each enemy SOLDIER unit adjacent to the target. On a roll of 4+ place a face-up disrupted counter on that unit. When such a unit is in cover a 5+ is needed. This SA does NOT work against units in bunkers!
Commissar: The Commissar's bravory enforcement SA only works for a single adjacent soldier unit! (owner's choice).
T34/76: This unit gains the overrun SA: Once per phase when moving into a hex, automatically disrupt an enemy soldier unit (face-up).
Sniper: Instead of the " SS hunter" SA the Soviet sniper receives the " Officer hunter SA": This unit rolls 2 extra attack dice when attacking an enemy officer/ commander.
Heroes: A hero may REPLACE a face-up disrupted soldier unit at the beginning of your movement phase.
YAK 1: (spitfire proxy); rather than the agility SA, this unit receives the " strafe" SA: After attacking a unit, make an additional free attack against an adjacent SOLDIER unit.
Close quarters combat: All soldier units except artillery, (light)mortars, spotter and MGs receive the SA " hand to hand 8": When attacking a unit within one's hex roll 8 dice and apply effects normally. However, this attack ignores cover! It's always optional to use this h-t-h attack!
Bunker-busting: Units may use their close assault values against bunkers( as they would against vehicles, just so there are no misunderstandings...)
* When using the expanded rules, Any two units per side may be put on Overwatch at any given time either against vehicles or soldier units.(However, vehicles without the " Overlapping fire SA" still can't make DF/ Overwatch attacks against soldiers)
* Rather than only being allowed to put units into overwatch in a straight line, draw an imaginary line between the unit in overwatch and the furthest hex that can be targeted in a certain direction. A moving unit is eligible to be fired upon if it enters a hex this imaginary line touches. (unless LOS is blocked by terrain). Indicate in which direction overwatch applies!)
Further balancing the scenario:
Soviets: ALL Russian tanks gain the overrun SA or ignore the adjustment to the Commissar's bravory enforcement SA.
Germans: Do NOT add 1 to the die result when rolling for German air support OR add one hero to the German forces.
Enjoy!
Last edited by boersma8 on Sat Aug 15, 2009 9:28 am; edited 8 times in total |
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Fri Jul 17, 2009 10:40 am |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1473

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Fri Jul 17, 2009 2:40 pm |
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Post subject:
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| general Hoth wrote: | Thanks Boersma.
This scenario goes straight into my august must play scenario.
I've got the maps and most of the units.  |
Whenever I'm short some units, I usually go and order them from e-bay.
PS: I only had one Messerschmitt ACE and two regular ones, so I just interchanged them... . Also, I'm two Pioneers and two Flammenwerfers short. That is, I should be receiving them from e-bay by next week. For playtesting I've simply used their US counterparts....
Glad to hear you're going to give it a try. I have to admit that somehow this one's been the most fun for me playtesting... |
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Fri Jul 17, 2009 4:32 pm |
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 Hellcat Commander
 AHF Silver-Rated Trader
Posts: 1074

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Sat Jul 18, 2009 12:03 am |
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Post subject:
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I've added this for clarification purposes:
1. The Russians set up first (after all fortifications, traps etc. have been set up as well as BOTH SIDES' trench hexes!)
2. The Germans automatically win initiative on turn 1. |
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Mon Jul 20, 2009 9:26 am |
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Post subject:
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We've done some more playtesting and it was decided to prolong the game to 14 turns. 10 CAN be enough, but that leaves actually only 1 possible strategy for the Germans to pursue, which might be considered a bit boring. We didn't want the Germans to lose the game simply for lack of time. If they do lose we want it to be simply because they're actually beaten by the Russians.
I also noticed that I made a big mistake when listing the maps. It's actually able 3 rather than baker 3. I've corrected that now.
Hope somebody will leave some feedback if you've played it. I realize the " old" maps used might no be in everyone's possession, but as I mentioned earlier, I couldn't find any new ones even remotely resembling the actual battelfield,. These however, come pretty close!
Enjoy! |
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Sun Aug 09, 2009 10:27 am |
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Post subject: Battle report
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18 October 1941. Von Manstein's army is preparing to launch a breakthrough attempt at Ishun. The weather isn't anymore what it used to be during the first couple of months of Barbarossa and the Soviets are also putting up much stiffer fights. However, Hitler demands the Crimea be taken while other parts of Von Manstein's army are to march on Rostov. This has deprived him of much needed motorized support (Leibstandarte Adolf Hitler) and air support.
Nevertheless he has studied the Russian defenses well near Ishun:the Westernmost lane of approach was relatively lightly defended by an MG in a bunker, a couple of Mosins, A commissar, a T26 tank, a T34 and a spotter (of course all of these represent much larger formations!). All in all a very slight representation of Russian force. However, the only passable route to the defenders was blocked by two extensive minefields ( i.e. the two hexes from the lake to the edge of the board to the west in game terms had minefields placed in them). A more or less similar Russian force strengthwise was positioned in the easternmost lane of approach. All the rest of the Russian force was deployed in the centre in two defensive lines (consisting of extensive trench networks, bunkers, barbed wire and the occasional minefield They were manned by MGs, numerous Mosins and a sniper in the second line of defense) and a sizeable reserve force (Veteran NCO, practically all PPsh's, The Cavalry, the mortars, one or two Dagtaryevs) was located in Ishun itself. Von Manstein decides to stike at them where they least expect it: where their defenses are strongest! . He later commented that he wanted it to be a real challenge. Striking at the weakest point in the Russian lines would have been too easy....
Anyway, Nearly all German forces were concentrated in the centre lane of approach and a few on the Easternmost approach. The one to the west (where historically the Germans made their breakthrough, BTW!), was left unchallenged. Obviously, the decision to concentrate the Germans troops (nearly wholly) in one sector was a sound one. The Russian generals however, could not help but be surprised at the actual sector the Germans concentrated their forces in: They'd have to breach two formidable lines of defense and then the town of Ishun would still be waiting at the end where a very sizeable Russian reserve force had been deployed by them.
Turn 1:
The Germans started their advance. No sooner had they set themselves in motion when two Yak 1's (which looked surprisingly like Spitfires, BTW! ) dived down from the skies at them. However, they did so in the East hoping to avoid most of the (close and medium range) fire from the German MGs. They took out a flamethrower and an engineer unit (face down destroyed). However, return fire (long range) from 4 MGs in the centre destroyed one and disrupted the other, meaning it wouldn't be available for the next turn (NOTE we actually played this wrong because due to the " lakes" special rule the German MGs shouldn't have been allowed to fire at the aircraft since they were in a different lane of approach than the MG42s/34s!). A victory on points for the Germans so far....The German artillery started firing on the Russian positions, but those were well dug in, making it a lot harder to take them out swiftly. However, some results were achieved here. Nonetheless, a significant number of German troops was taken out by return fire from the Russians as well. In fact, the Eastern section of the front (which was little more than a diversionary attack anyway) was practically wiped out by Russian artillery fire and two units had already been destroyed by the Russian airforce. All was quiet in the West. The Russian generals decided to retreat nearly all their units from the flanks and relocate them to the centre where it was obvious the main German thrust was aimed at.
Turn 2:
The weather still held (meaning supplies were arriving at the German front lines and ammo was plentiful). Nevertheless, advancing through open terrain continued to be a nightmare. The Germans suffered severe casualties and even though the Russians did too they had the advantage and slowly bleeding the Germans dry and blunting the attack, the Russian generals felt confident, would ultimately yield them victorious in this battle.
Turn 3-4:
In turn 3 the last remaining Yak was shot down by German fire without causing any casualties on the enemy's side. It had been sent against the German artillery positions, but those were well dug in and hence the fire from the Russian aircraft was to no avail (i.e. they were placed in trenches having their defense raised to 4/4 as well as receiving cover on +1, which they didn't even have to roll for as the sole plane rolled quite lousy dice this time...).On turn 4 the Germans received their air support (which was rather early, but they rolled a 1) and the weather still held. Von Manstein's pleas to Hitler and Goring had paid off and he'd been able to convince them that it would be utterly impossible to breach the Soviet defenses on this narrow frontline without adequate air support. The first line of defense was breached with the help of fire from the Nebelwerfer batteries and air support. Some Russian unit that had been tryiong to make it to the centre of the front from the flanks were caught in the open by the Luftwaffe just before reaching the relative safety of the town. Some planes were shot down, however. Nevertheless, The Russians were slowly but surely grinding down the attacking forces which couldn't find cover anywhere.....
Turns 5 and 6: An uncautious T34 found itself close assaulted by a hero and an engineer (The Germans won initiative making it impossible for the tank to move away). The German Luftwaffe pounded the Soviet front lines as well as the units in the town. The Germans made a breach in the second line of defense. The last of the Soviet spotters was killed. The spotters hadn't done much since they'd been positioned on the flanks and were trying to make their way to the town only to be mowed down from the skies (remember: No spotting into different lanes of approach!). Also the last remaining Russian mortar was eliminated.
Turn 7:
The weather finally turned and mud conditions set in. Supplies no longer reached the frontlines and German fire became less intense and artillery shells had to be fired with more caution (on turn 6 the German player-Latro- still rolled a 6, so good weather prevailed as long as it possibly could have,. This combined with the early arrival of the Luftwaffe gave the Germans the best possible results they could have hoped for....). Even though the Germans still made some headway it became obvious that they wouldn't be able to achieve victory. Too many of them had fallen and the units up front were too few to drive the remaining troops from the town.
-Back to reality-: It was almost closing time for our FLAGS. Considering the general situation on the map the Germans conceded. He had still saved his rocket salvos, though. Just to see what would have happened had he still fired them he did and did so on the town of Ishun. The result was devastating. He killed around 60% of the forces there and dsirupted yet another 20% or so! (Yes, we know inaccurate and no shrapnel; he simply rolled huge amounts of fives and sixes over and over again, and yes, there were a LOT of targets!). Had he had some more German units close to the town, he actually would have been able to possibly still pull out a win.
Anyway, In the light of all this, we decided the Germans would stand a fairer chance of winning it we extended the game to 14 turns rather than ten. Indeed saving this rocket salvo for the town itself as well as at least two Stukas which could (face-up) disrupt a few more defenders thereby negating the possibility of defensive fire, would actually enable the Germans to march some units of the map.
Of course the other strategy is to concentrate all the German forces in the weakest Russian sector thereby forcing the Russians to move most of his pieces as he cannot allow himself either to underman the centre front section as this is where he scores his victory points and the avenues of approach are widest.
I hope you enjoyed this report and will try out the battle for yourselves! |
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Sun Aug 09, 2009 11:32 am |
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