Overview- Set in April 1944 Crimea, En Force is set at a time when the end of the war on the Eastern Front was coming to end at the hands of the Red Army. The highlight of the scenario is two German Stugs taking on two Russian T-34's on a playing area akin to a small town, with the Romanian forces being supplied well with support weapons and German armor. The Axis attacking forces are all Romanian with the excepetion of the two German Stugs whom my opponent Olli played as, with me taking the defending Russians.
Enjoy the AAR!
Objective: Romanians win if they control all multi-hex buildings 2 hexes or closer to 49Q10, and 3 hexes or closer to 49Y10
Playing Time: 6 1/2 turns, 5 hours approx
Playing Area: N-GG on boards 49 and 57
Axis and Russian OB's (Much Better Image Is On The Way, Apologies!):
My Defensive Strategy:
The Russians have reasonably high caliber troops, in keeping with other mid 1944 Russian scenarios I have played. Half the Russian Infantry OB are assault troops, with only a 2 hex range, so I assume that these are to be used as 'front line troops' (e.g. to engage the enemy as soon as possible at close range) to slow the enemy advance sufficiently so that I can re-group and get into better position to stop the Axis getting across the road and into the VP buildings.I will immediately use the crew of my truck to scrounge the HMG, then transfer the HMG to the half squad passengers who disembarked. Unsure why as much of board 57 has been included as there seems to be no real need for it (with the exception perhaps of the Axis vehicles driving a long way around to my rear but there is not enough time for that). I will spilt my forces 50-50 across the 49N8-49Y8-49EE5 road as I predict that the axis will use the cover of the buildings to the east with infantry plus armor (set up squad with ATR in 49EE6) to hide movement and the large building area to the west and center. Have all roads covered as much as possible to force the enemy to attempt to bypass them, or split up his forces. The Axis will create many Kill Stacks initially for clearance of buildings then spread them out so that there are a wall of Infantry units to flood over the road. Anticipate enemy Russian Vehicles sitting far back enough to have LOS to the VP buildings but out of relative danger to my own Russian T-34's. The Flamethrower is really going to be a main asset of the Axis in clearing my men out of buildings! Will set my SU on the board 49 road to stop his tanks from immediately driving straight up to my VP buildings, one T34 hull down in 49T9 for a reasonable CA and good protection from German Stugs, and the other in 49BB8 to be able to cover an eastern flank attack quickly. My Car set up 49Y8 to be in a position to cover the road if necessary or the open ground /woods to the north. Here it goes!
Axis Turn 1 - Axis split his forces practically in half to make tow simultaneous flanking attempts, as I predicted, with one infantry group in the middle (notably the mortar, who made for the woods T4 for safety and firing range). Disaster! My Russian SU tank set up on the 49Q Road was a really daft thing to do, as I mistakenly temporarily thought that the Axis Vehicles were coming on board -Stug set up 6 hexes away fired and wrecked a great asset. The other Stug moved to the east out of LOS of my T34 but close enough to be a tempting target or a dangerous threat, I decided tasty target! Infantry to the West CX'ing in great numbers to good effect over the open ground and orchards, with good success, as it is difficult to set up enough forces near there to combat them effectively. Russian squad in Building 49EE6 Rolling low consecutively to break almost all squads, except MMC with Flamethrower and SMC, using Final Protective Fire to do so, as Axis infantry moved adjacent were adjacent. I feel already that I may be overwhelmed quickly, and that my set up should have been a far tighter circle around the VP buildings.
Axis Turn 2 - Axis Stug on road 49Q10 moves down the road, and whilst moving adjacent, I for the first time as advised by the games more knowledgeable umpire (as I am still newish!), attempted street fighting (which I hadn't even been aware existed!) and successfully and wrecked his tank. To add insult to the Axis player, he rolled a 12 on a 20 @ 3 shot with his stacks combined in 4907 / 49P8. Romanian Tank attempts an over run on a Russian squad, who pass their 1MC. Russian T-34 and Axis Stug begin a Gun Duel, both again intensive / sustained firing and still no results for either side. Axis moves another squad into ongoing melee. Melee still produces no results for either side.
Axis Turn 3 - Exchanges of fire from both sides across the 49N8-49Y8-49EE5 road without any serious results for either side. Melee ongoing, with no result still for either side.
Russian Turn 3 - Skulking by as many MMC as possible, half squad with HMG advance into building 49W10 in the advance phase. Most broken Axis units to the east still prevented from rallying again due my firing to incur DM on broken squads. Ongoing melee produces a casualty reduction result in an Romanian squad.
Axis Turn 4 - Player Concedes, Russian Win.
Final Comments - From our understanding, only vehicle crews can scrounge the Russian trucks' HMG, but it can easily be passed to the half squad (beneficial as they have higher morale). A well balanced scenario with a bit of everything in it for everyone, but still not sure why as much of board 57 as it was. The other scenarios in the pack also look just as great!
My apologies for the low detail compared to other AAR's, it's just that I was only visiting and never expected a game, and my iPhone notes isn't a fair substitute for good ol' pen and notepad! Also I recieved feedback to include more pictures, I may have overdone it this time!
If you have read this, please leave your feedback, I would really appreciate it!