What does it matter to ya?
When you've got a job to do, you gotta do it well.
You gotta give the other fellow Hell!
Day Six: Aftermath
The day went essentially as planned.
In the North, my bold plan to knock out the forward-most T34 M41 failed. However I did achieve my Turn One objective: spur the Russian to move aggressively and expose himself. He drove his tanks into P4 and Q4 in an effort to put pressure on the machine gun nest in N5. When my Sturm Company entered on Turn Two, it caught the Russian completely flat-footed. One tank went down to a DC, the other to an ATMM in CC. With the tanks out of the way, the 5-4-8s pushed their way up the W and X hexrows and captured the Chemist's Shop without many casualties.
In the Center the Russians wilted under the massive firepower arrayed against them. I avoided risky moves (for the most part), using Assault Move and Advance to make my way forward. I knocked off six squads on Turn One and kept the pressure on. I made some headway and destroyed many squads, but the Russians were able to hold on to much of the terrain in this area. The hidden gun popped up at just the right time and prevented my troops from blowing a hole in the line.
In the South, however, I got whacked. I realized going in that I had defended this area lightly and was hoping the reinforcing Rifle Company would be able to shore things up. I did not count on the T34 M43s roaming so far into German territory. Dade drove them all the way down to the E hexrow, which put them in danger of isolation at the day's end. I hit them with about a half-dozen shots from the light mortars but did not generate an effect. I had two or three Streetfighting opportunities but could not cash in on any of them. As a result, the reinforcements were torn up and the original defenders in the P33 factory and the eastern housing complex were decimated.
In addition to all of that, I misplayed my artillery. My plan was to interdict any reinforcements entering from offboard, but I got distracted by the dug-in tanks. I almost scored big when a Flame was created in the rubble next to one of them, but then it extinguished itself. I did get lucky with a Critical Hit and blew up one of the T60s, but overall I would have preferred to disrupt the infantry.
As a result of the ground gained in the South, the Russians won the scenario. It is rare for the Russians to win in October, but I am not too worried. I laid a real hurt on the Russian. The final CVP tally was:
German: 110 CVP
Russian: 63 CVP
Not quite 2:1, but the sheer volume of casualties makes up for that. At the end of Day Six the Germans have a 2:1 manpower advantage over the Russian! I cannot recall any game of Red Barricades in which that has happened - the German is always outnumbered. I really can't explain how I have managed to create this situation. "Dumb luck" is all I got.Day Seven: October 23, 1942
In the Refit Phase I battle-hardened five 4-6-7 squads and one 7-0 leader. The German ELR remained at 4, despite losing the scenario. German SAN remained at 2. I rolled [5-3=2] for CPP Replenishment and received 18 CPP.Retained Forces:
1 x 10-3
2 x 10-2
1 x 9-2
1 x 9-17 x 8-1
3 x 8-0
1 x 7-0
1 x 6-1
20 x 5-4-8
1 x 2-3-8
13 x 4-6-8
1 x 2-4-8
4 x 4-6-7
1 x 2-4-7
6 x 4-4-7
1 x 2-3-6
1 x 2-2-85 x HMG
11 x MMG
7 x LMG2 x Lt MTR
1 x Lt MTR(r)
1 x DC
1 x 81mm MTR
In addition, there was an isolated pocket containing:
1 x 7-0
1 x 5-4-8
1 x 4-6-7
1 x 2-3-7
1 x LMG
These forces will start play with Ammunition Shortage.
Pionier Coy, On-Map Setup [8-1=7 Full] (6-1=5: 9-2, 8-1, 7-0) 17 CPP
Stukas 1 CPP
Here is the Day Seven perimeter:
German perimeter in Blue (Isolated Pocket in Light Blue), Russian perimeter in Red, No Man's Land in Gray, Russian Reserve set-up limit in YellowIn the North:
I think Dade is expecting me to be fed up with his tanks by about now, and he's right. Nevertheless I opted not to purchase any AFV this day and sunk all my points into an on-map Pionier Company. Why do this? Well, I have a 2:1 manpower advantage and there will not be a better opportunity any time soon. In addition, I have GOT to tip the balance in the factories. I'm killing lots of Russians, but not making much headway. Pioniers are the best way to push the Russians back, and the 3 CPP spent to have them pushing from Turn One on (instead of spending 2-3 turns getting into position) is easily worth a platoon of PSW 221s, a battery of AT Guns or a module of Battalion Mortar.
I spent my remaining point on Stukas, in the hope that they enter early and harass Russian reinforcements.
Here is the Russian setup:Analysis:
I expect that my opponent has purchased three Infantry Companies, and two of those have been set up in Reserve. He has no more Militia Companies to buy, so no purchased companies can set up inside the factory complex without paying an additional 2 CPP. I don't think he can afford to to do this, and expect the third company will enter as reinforcements.
He has clearly spent points on Fortifications, since the T34s are nowhere in sight. I also spy a cleverly-placed AT Ditch in O34 to prevent me from driving more tanks in through the vehicular entrance in P34. He also added another Trench in R32. Altogether that accounts for 43 FPP. I expect Dade purchased 80 FPP (2 CPP). Assuming he bought HIP for the maximum allowable number of squads (10% of 44.5 squad equivalents = 5), that would make an additional 15 FPP (58 total). Throw in a couple of HIP leaders and a few Fortified Buildings and he's at 80.
The Commissar's House is full of Reserve Cloaking counters, and I expect the bulk of whatever company they represent will be set up in this building. I would also expect the Heavy Weapons Platoon to be HIP upstairs somewhere, if not here then in the AA25 building. The approaches to the Commissar's House are suspiciously void of defenders (again).
I know he has a retained artillery module, presumably with pre-registered hexes somewhere over by the P33 factory. He may have purchased more artillery, but I think not. I think he spent his points on quality infantry.Here are my plans...
Three half-squad and a 7-0 leader are tasked with mopping up the Strategic Locations in this corner of the map. There might be a hidden Russian counter-attack force lurking up here, and if so these guys will find it. I expect not, though, and I should be able to take control here.In the Center (North):
I plan to completely avoid the Reserve units. Right now, I have a 2:1 manpower advantage. Activating Reserve units only reduces this. My objective is to isolate those Russians in the factory complex and destroy them all. As I mentioned previously, I am suspicious of the lack of defending units in hexes X15, X16, X17 and W18. I think that my opponent has set up his maximum allotment of HIP units, and I believe that some are in this building/rubble cluster.
The 81mm Mortar is set up on the roof of the Chemist's Shop and will try to put Smoke in AA18 and Z17. There is a Mild Breeze from the North that will drift the Smoke in front of the Commissar's House. After that, the mortar will spin and try to hammer the entrenched units in U19.
The stack in W14 has an important and probably lethal task. It consists of a 6+1 Leader, 3 x 2-3-7 and 1 x 2-3-6. These units will attempt to discover hidden Russians and draw their fire by entering every location in hexes X15, X16, X17, W18 and V17 on Turn One. If they don't get blasted by the .50 cal HMG from the Commissar's House or by a lurking 6-2-8 in the buildings they will be in good position to interdict reinforcements and prevent routing. If they do stumble into an ambush, better they get whacked than a 5-4-8.
The big stacks in the S17 factory will start shooting. The 8-0 has an 8-3-8 with a Flamethrower in his stack; they will clean up what the 10-2s don't break.
The 9-2 in X11 has two HMG. His job is to move into Y14 and prevent reinforcements from crossing Leninskii Prospekt. A platoon of 4-6-7s will provide flank protection for the machine gun nest.
The isolated units will take control of the buildings around CC10 then help out the 9-2
The remainder of the force will drive south along the V and X hexrows, cutting off the escape routes for the Russian units in the factories.In the Center (South):
The objective in this area will be "KILL, CRUSH, DESTROY" as on the previous day. The 10-3 and the 9-2 will blast hexes T22 and T24 respectively. There is a good chance both Russian units will break allowing the Pioniers in hex S24 to Assault Move into T23, place a DC to Breach the interior factory wall and hose down the Russians in U23 with a Flamethrower in the Advancing Fire Phase. I am concerned that there may be a hidden T34 in S26. To allay my fears, I will use an 8-1 and 5-4-8 + LMG in R25 to shoot an 8+0 shot into S26. It will reveal the tank with any result (9 or less) and then an 8-3-8 will hit it with a Flamethrower. If nothing is there, the 8-3-8 will Assault Move forward.
The remaining units will simply blast what they can and take what ground is given. I do not plan on making a strong push toward the P33 factory early in this game; I will wait until I have overwhelming force.In the South:
The light mortars on the rooftops in G33 and G34 will take as many pot-shots at the dug-in T60 in T31 as they can, hoping to get a cheap kill. Everyone else is to hold fast.Overall:
Next game is scheduled for Saturday 2/5/11.