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BATN-PPs 3rd MP Game: Lithuania 1941


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#1 Mark 1

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Posted 19 December 2008 - 08:51 PM

This is the third AAR in a series. In this one we begin to play with the Mein Panzer update beta release (which later became Mein Panzer 2).Here's the story...The game took place at my home on Sunday, November 4, 2006. Despite all of my best efforts, we had only two players by the time game-day came, myself and James ("paloalto" from the GHQ Forum).James is relatively new to micro-armor, coming from the FOW 15mm's side of wargaming. But not completely new -- he has played a few games before, including participating in my Kursk/Prokhorovka scenario at a gaming con last year (where he won a GHQ gift certificate for "most heroic unit").The rules we used were Mein Panzer, beta version of the next release. The biggest change for the new version will be the move to squad-based infantry (versus half-squad/fire-teams in the current release). My goal is to find a ruleset that can be used for combined arms fights, with each player having multiple companies (up to a battalion-sized task force). Prior to this game I played an infantry-oriented game earlier this year with CG Erickson to get a feel for the fire-team based infantry rules in the original Mein Panzer ruleset. Despite both of us being experienced gamers, and having played Mein Panzer rules a couple times, we found that a single company of infantry was just about the limit, if not a bit beyond, of what we could effectively handle. The rules played well, but there were just too many stands to run.For this game I sought to test the playability of the squad-based rules. Both James and I took a full company of infantry AND some attachments, including armor. James took rather more than I did, with three seperate AFV platoons and two batteries of indirect fire support weapons.The Mein Panzer rules are modular, with a core set and many add-in sections depending on how you want to play. We used the advanced core rules, with infantry, structures, and artillery add-ins. We did not use the full command/control, morale, engineering, or air support rules. As in my prior games we added one "house rule" to the Mein Panzer rules: chit-based hidden units. As a "boost" to the fog-of-war effect of the chits, I much prefer it when neither side knows the other's forces at the start of the game, and both sides get several blank chits to place and move just as if they were real units. That was the case in this game.Our scenario was a quick toss-together, as was our battle board. So here is our story...We find ourselves back in time in July of 1941, somewhere in the former nation of Lithuania, now part of the Soviet Union, on the road to Leningrad. Soviet Captain Markov, with the 3rd Company of the 2nd Battalion of the 143rd Rifle Regiment has been dropped in some un-named village, and told to defend it and its crossroads from the invading Fascists. Despite his pleading, he has been given no information about enemy forces, their strength, their location, the direction of their advance, nor their expected intentions. High command seems to be terribly confused and unable to understand what is happening as the front disintegrates around it. Markov has been told to hold his little piece of the motherland, and that is all he knows. But to his good fortune, he has been given some support. He has a pair of machine guns from the battalion support group to bolster his two 50mm mortars, and he has been issued one of the new PTRD anti-tank rifles (not even standardized for production yet). More importantly he has a two gun battery of 45mm M1932/38 AT guns and a three tank platoon of T-26s attached to his command. Here is the little village:Posted ImageWe are looking at the village from the south towards the north. It seems to Markov that the most likely avenue of advance for the Germans would be along the road which comes in from the west. (We used a die roll, done in secret, with modifiers which favored the west, to determine James' actual point of entry.) There is a small bridge over the stream, out of view in this picture about 3 Km to the west. As we are in high-summer stream is fordable at most points, although it may slow down vehicles somewhat.Markov has placed his HQ in the village church, with the company transport wagon in the entry yard, and one squad of men and the AT rifle in the hedge around the graveyard. His command staff is in the steeple looking west, where they can use flags to communicate with subordinate platoon leaders.The support platoon, with one squad of rifles, two 50mm mortars, and two Maxim MGs attached, are in the edge of the woods on the top of the small hill to the southwest. From here they can bring their longer-ranged firepower on to any force that tries to flank the troops in the village proper. The AT guns, with one command rifle squad and one LMG in support, are deployed on either side of the road facing west, behind a hedge and a farm wall. The first platoon of infantry backs them up in the village around the crossroad, while the second platoon is guarding the eastern and southern approaches to the town. The third platoon is deployed with the tanks along the edge of a small copse of woods to the west of the village, south of the road, where they should have a field day against anyone coming in on the road itself. False positions have been created (blank chits placed) along the edge of the crop fields of the small collective farm west of town, and in the trees along the stream to its north.Posted ImageThis is the view from the west. This is the direction the Germans are expected to come from. Although Markov would like to defend the bridge and/or the larger hills to the west, he feels he does not have the firepower nor the mobility to spread his forces out over such a large area. Posted ImageAt least on the issue of not seperating his command it looks like he makes the right call. This view is from the east. This is the direction the Germans will actually come from! Posted ImageAs morning breaks, the sounds of an approaching army are heard from the east. Markov's little command is in trouble.... more ...

#2 Mark 1

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Posted 19 December 2008 - 08:52 PM

Soon after dawn, the outpost on the east road spots German armor advancing.Posted ImagePosted ImagePosted ImageA German tank hunter (PzJgr I) is spotted coming up the east road, and an assault gun (StuG) is spotted coming over the east ridge. There is every reason to suspect more, but the line-of-sight is blocked by some peasant huts and a small woods. Word is quickly passed back to Markov, who immediately gives the pre-arranged signal for a re-alignment to face a threat from the east. The AT guns move to orient along the east road, and the tanks (and their accompanying infantry) mount up to return to the church yard, to stand in reserve for further orders.The communication is received, but as they are beyond the command control distance, the tanks do not get a "bonus move", and so come back to the village at a PAINFULLY slow pace.Posted ImageIn the meantime, with a bit of careful observation (and good troop quality) the German AOP spots one of the Soviet's second platoon squads in a house on the east side of the village. Posted ImageThe Germans quickly open fire with a battery of mortars. The barrage falls short leaving its original target unharmed, but raining lots of unhappiness down on another squad, whose presence was still unknown to the Germans. Posted ImageThe Germans then adjust their fire, getting the range right but drifting a bit to the north in the process. This gives some get-away time to the squad that had been under the initial barrage, but brings the danger much closer to the bulk of Markov's forces.Posted ImageWhile the mortar rounds resound through the village streets, the support platoon on the hill notices some movement along the southern end of the east ridge. Panzers!Posted ImageNo wait, those can't be Panzers, can they? They're so small, and cute. Almost cuddly. They must be -- dare I say it -- Mk 1's! :lol: Well, yeah, they are kind of small, and aren't likely to be a threat in a tank fight. But when you're facing them with only two MGs and two 50mm mortars ... well maybe they ARE a threat! (Or at least they may grow up to be a threat someday!)Posted ImageArtillery fire continues to fall on the eastern edge of the village. The second platoon pulls back into the center of town, and the AT guns take up overwatch positions. During a break in the barrage, one of the guns even manages to get a shot off at a StuG in the distance, but no hit is recorded, and the gun pulls back to a position where it can take a defilade shot at any panzer bold enough to come in to town.Posted ImageBack on the south side of town, the Pz Is are kicking it into gear....more ...

#3 Mark 1

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Posted 19 December 2008 - 08:54 PM

Posted ImageThe Mk Is have oriented on to the hill that is occupied by the support platoon. This could get ugly. Markov moves his one AT rifle into the hedge on the south side of the church graveyard, but that gun, for all its promise, is a short-ranged weapon. The Mk 1s may very well overrun the support platoon without ever passing within 300m of the church yard.Posted ImageArtillery rounds continue to fall, now not only mortars but 75mm cannon rounds as well. But there is no one in the eastern edge of the village, so all the noise and dust only serves to keep the two sides apart for the moment.Still, behind their barrage, the Germans are advancing. The StuGs and PzJaegers move forward carefully, while the infantry advances making use of the available cover.The Pz Is continue their bold charge. But now there seems to be some activity in the graveyard behind the church. It seems some new units are approaching the eastern hedge.A cannon shot rings out. Then another. The clang of shot striking armor. Unbelievably, a 45mm AP round bounces off of a Mk 1's armor! :o Posted ImageBut the second hit does not bounce. B) The T-26s have arrived, and now set about the work of shooting up Pz Is. Posted ImageAt the same time, the German infantry breaks cover, and begins their advance on the village. The StuGs move forward in support.The T-26s may have a field-day with the Pz Is, but are they facing the real threat? Markov bets that his few precious tanks can finish off the pesky light panzers before they are needed in the fight against the main attack.Posted ImageThe Soviet infantry opens fire on the advancing landsers. To the Germans' dismay, they can not spot where the fire is coming from, and take casualties without the ability to reply.Posted ImageBut the landsers are not alone. The StuGs advance boldly into contact with the Soviet infantry. At this range, even infantry in cover is visible!The German CO is surprised when a Soviet rifle squad fires on an advancing StuG. He expresses some dismay when he learns that even small arms have an offensive value against armor. But when he sees the adjudication in detail, he observes that the small arms fire can do no worse than suppress his AFV, and even that is a long-shot. So the fire takes place, and the StuGs keep rolling.Then a rifle squad charges a StuG to engage it in a close-assault. As he has come within 2 inches, the StuG gets a bonus "reaction fire". But without a traversable turret, and with no self-defense MG, there is no shot for the StuG to take! The infantry assaults, suppresses the StuG, and makes a clean get-away (1 inch bonus move). It is becoming clear that along village streets, determined infantry can be a real threat to a StuG.At this time, a mystery chit was revealed. This chit had been advancing slowly up the west road since the very first turn. The German commander had suspected heavy Soviet armor in the area, and facing an unknown unit moving with such deliberation had confirmed in his mind that he would face a KV once he got in to town. He was deploying his few cannon-armed AFVs to counter just such an eventuality.In the end, the mystery chit was revealed to be an old Lithuanian farmer, his horse as deaf as he, who was so sick of Russians running around in his homeland that he was determined to ignore them and go about his business in his farm cart as if they were not even there. What he would have thought of the Germans after the next turn or two, was not to be found in this game.Posted ImageUnfortunately, that's were our game had to end.The Germans were advancing, but not without difficulty. The StuGs were at risk, the PzJaegers would be in worse trouble if they waded in to the village, and it was not clear if the landsers would be able to advance across the open fields to gain the streets of the village. The Pz Is were a lost cause, it being only a matter of whether they would die slowly enough to keep the T-26s busy for long. The third German platoon was advancing on the north shore of the stream, and might have been able to make an impact within 3 or 4 more turns.Posted ImageThe Russian 2nd platoon had successfully pulled back out of the barrage with no casualties, and was emplaced at the walled farm on the northwest side of the village. From here they may well have been able to defend against the German third platoon.Posted ImageThe Germans also had some significant forces along the eastern ridge. Besides the mortars and 75mm IGs, they also had some Pak36 AT guns. But the range was too great for them to influence the battle in the village.And so our battle had to end with no decision. A few more turns could have tipped the balance either way.We didn't get to play for as long as I normally do. We started about 1:30pm, and finished about 6:00pm. We took several breaks in the process. The beer was good. We looked over some of my modeling tools and discussed the tricks of the trade with micro-armor. (James is still new to the field.) I would say we got about 3 to 3 1/2 hours of actual gaming in. We got as far as we did in about 3 1/2 hours, with one player who had never seen the Mein Panzer rules before. I think that's not too bad. The game was moving pretty smoothly after the first two or three turns. I enjoyed it greatly.For me, the key issue was seeing if the new squad-based rules make real combined arms gaming possible on a 1-to-1 unit scale. I believe they do. After one or two more games, I believe I'll be able to field a battalion sized task-force, on a table with several other battalions, and play a game to resolution in 5 or 6 hours. That's what I'm looking for. I think I've found my ruleset.-Mark 1

#4 gregoryk

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Posted 22 December 2008 - 01:06 PM

Mark,Outstanding AAR's! Glad to see you have decided upon Mein Panzer. It is one of the best researched and foremost systems for combined arms conflict available, a little-known fact due to its name. My group, MMG, has had many infantry only games and thoroughly enjoyed them, along with the occasional armor only shoot 'em up.Hope you have a chance to look around the website — there are lots of good articles, and optional and house rules that you may be interested in.Cheers,Gregory




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