Budapest Campaign - Flak Regt 133
Budapest
Campaign – Flak Regt 133
Round four of the Budapest Campaign. Currently its 2-1 to
the Axis with the successful seizure of the Ojtozi Pass being followed by
failures from the Guards Mechanised Platoons to break through at the Salt Baths
(against Ensign Bzsoki’s Hungarians) and the failure to hold the river crossing
in Operation Debrecen (against the Wehrmacht). Now Lt Uri has had a stiff pep
talk from the politruks and been packed off to hurl himself
against another axis defensive position.
Scenario 4 – Flak Regt 133 – 1250 points of Soviets vs 1000
points of Wehrmacht.
Soviet Guards Armoured Platoon:
T-34 Platoon. 3x regular T-34. Pl Comd has poor
radios.
Tank Rider Platoon. 3x sections of nine tank riders.
All regular all with SMGs.
SU-76. Regular.
Medium Mortar. Regular.
Tokarev. Regular.
Truck. Regular, LMG.
Heavy Anti-Aircraft Battery Platoon:
Platoon Comd. Regular, two runners, assault rifles.
2x 88mm AA Guns. Veteran.
2x Veteran Grenadier Sections. 10x grenadiers, LMG, 3x AR,
4x PzFst.
2x Hanomag. Regular.
Forward Air Observer. Regular (free).
Soviet Force Selection. Flak Regt 133 feels like
an effort to re-enact the stereotypes of Soviet frontal assaults. The
Wehrmacht player has a superb defensive position with exceptional fields of
fire. However, the Soviet player has an overlap in points and an
advantage in infantry given the limitations on the Flak Pl list. Victory
in the scenario depends on the big points drops – knocking out 8+ armour
vehicles for the Axis and getting into the German deployment zone. My
force was largely directed by the requirement to take the T-34 Pl. The
most points efficient route to getting infantry across the board was therefore
to go for Tank Riders again. The Tokarev was a no brainer given the free
air observer with the Axis. I took the SU-76 as an extra HE weapon for
firing at veterans in buildings. Finally a medium mortar seemed a
sensible choice to go after the static 88s. At least this time I didn’t
have to worry about taking (or failing to take AT grenades).
The Soviet Plan. Looking at the
village setup my intent was to go down the flanks as fast as possible. If
I could get all of my Tank Rider squads into the village I would be able to
chew through most of his units in close assault (with the exception of the two
large veteran grenadier squads). I would look to move through the 88s arc
of fire as quickly as possible – all being well two turns should do it.
Once out of this threat my tanks, SU-76 and Tokarev would focus their fire on
writing down the Grenadiers in order to allow the Tank Riders to clean
up. The Mortar would zero in on one 88 at a time. All of this would
deny the Axis the 3 points pers tank while getting me plenty of points for
being in the Axis deployment zone. I just needed to survive the ambush
fire…
Deployment
Deployment. Soviets deploy first. I used what little cover I had to keep a low profile in my jumping off points. Two T-34s and the Tokarev supported by one Tank Rider squad in the west. One T-34 with Riders and the SU-76 in the east. The Mortar tucked itself into the woods ready to get going on the eastern 88. I held one Tank Rider squad in reserve in the truck. The Axis deployed with full vision of the Soviet dispositions. The 88s in their gun pits deployed between the buildings with coverage across the full frontage. The Air Observer and Pl Comd placed themselves centrally. One Veteran Grenadier section dug its trench across the road into town while the second remained mounted in its half track within the village. Finally the empty half track tucked in to reinforce the eastern 88.
Turn 1
Turn 1. T-34s = unstoppable beast... With all the German units hidden and in ambush there was much to do but get the show on the road. The T-34 on the eastern side pulled forward at the run with its Riders clinging on. All went swimmingly for a few hundred yards until the eastern 88 ambushed. The tank riders piled off as their T-34 was hit, penetrated and detonated. One shot one kill from the first 88. Clearly this played into my hands(ish) with the mortar being able to start ranging in on the exposed 88 – would have been nice not to lose a tank in the process. The Tank Riders were down in response to losing their transport and now had a long run across the open to look forward to. The mortar didn’t hit. Next dice out the bag was the Axis who used the Forward Air Observer to call for air support aiming for the western Soviet assault force. Seeing that a bit of leadership was required Lt Uri moved forward to bait the eastern 88 – his wing man had Riders but he didn’t. Uri stuck his nose out and the eastern 88 opened up. Hit, penetrated with massive damage and Uri left the cupola on fire – at least he won’t need to do tea with the commissar again. One shot one kill from the second 88. Still the way was clear for the final T-34 to run forward and get within striking distance of the village. All it would need is the first dice out the bag next turn and the tank riders would be all over the 88 crew like a drunk student on cheesy chips. The Tokarev advanced using the western T-34 as cover and opened fire on the western 88, the deluge of fire killed three crewmen. In response the Axis moved their mounted reserve to the western side of the village ready to shore up the defence. In similar vein the Pl Comd began moving to the eastern side while the remaining Grenadiers kept their position blocking the road. The eastern Hanomag fired on the Mortar crew and managed to kill two of them leaving the remaining crewman sweating hard but steadfast. The final action of the turn was SU-76 which fired on this Hanomag, hitting, penetrating but only stunning the crew. All up it had been a brutal start for the Soviets but with good early activations next turn I could still get a foot hold in the village and crack the defence open.
But Axis gunnery is spot on in the west. |
And things are no easier on the eastern flank. |
Turn 2
Turn 2. Start walking. Turn 2 began with ace pilot Rudel moving into strafe the western T-34. As in Scenario 2 the Tokarev was on top of its game and despatched this threat immediately. However, Axis drew the first dice and the western 88 engaged the final T-34. It hit, but much to my relief failed to penetrate. Western flank – still in business. Axis drew the second dice and the Veteran Grenadiers in the west dismounted and strolled through the ruined house at the corner of the village. Taking position they let fly with four panzerfausts at the western T-34. One hit, massive damage, burned out T-34. The shell-shocked Tank Riders went down - still well outside the village. Axis drew the third dice and used the eastern Hanomag to finish off the Soviet mortar crew – removing the threat to the second 88. Finally the Soviets drew a dice although the damage was well and truly done by this point. The Tokarev tried to exact some vengeance on the western 88 but only succeeded in killing another two crewmen – the remaining gunners kept their nerve. Axis continued to move the Pl Comd and Air Observer eastwards to screen the 88. The second 88 went into ambush. In the centre the Grenadiers used their LMG to place a pin on the Tokarev. On the eastern flank the dismounted Tank Riders started to run for the village making it halfway. The SU-76 was too frightened of the ambushing 88 to advance and had another shot at the Eastern Hanomag but missed. The last two dice in the bag were Soviet and I launched my reserve. At this point both of us forgot that remaining 88 was in ambush and the truck with its Tank Riders advanced up the road. The truck’s pintle opened up on the central Grenadiers killing one of them. Having only advanced, with the benefit of the road, the truck was able to launch its Tank Riders. I guessed that they were not in range to assault the Grenadiers so instead simply advanced out the truck and opened up with SMGs on the entrenched Veterans killing another two (it turned out I was at point blank and could have got the assault in…). At the end of Turn 2 it was looking bleak. I hadn’t got into the village, all my squads were in the open with two in the arcs of some serious firepower. The 88s were still in the game to pick off my vehicles and nothing was looking close to taking them out. Again though a first pull of the order dice would get at least one of my Tank Rider squads out of danger (probably) and into the village.
The Grenadiers knock out another T-34 with PzFsts. |
The Soviet reserve commits in the centre down the road. |
Turn 3
A Hanomag is finally picked off by the SU-76. |
While the Tank Riders are poised to break in to the village... |
Turn 4
So much for going right flanking...the gunners club down the assaulting infantry. |
On return to the table I focussed on trying to get my western
Tank Riders into the fight. The Tokarev pulled forward and engaged the
western 88 but again failed to do any damage despite its 20 shots. The
western Grenadiers returned fire but the Tokarev survived with only a pin,
remarkably it also survived another attempt by the 88 whose remaining two crew
were probably feeling a bit shaky by this stage. Finally in the west the
Tank Riders advanced to engage the Grenadiers but only put on another
pin. On the eastern flank better progress was made as the Tank Riders
stormed into the building and killed the German Pl Comd. The nearby
Forward Air Observer tried to do some damage in return but missed. The
Soviet truck was now looking isolated so its driver drove pell-mell for the
eastern side of the village in order to tie in with Tank Riders who had broken
in – getting the truck into the village safely would claw back three valuable
points. Finally the eastern 88 crew moved westwards to open the gap on
the Tank Riders (although given the example set by the comrades on the eastern
gun they should probably have stood their ground).
But the Axis Pl Comd can't stop the eastern assault group from breaking in. |
Turn 5
The Tokarev fails to make an impression. |
The Tank Riders lose their nerve allowing themselves to be assaulted... |
...and overrun by the Grenadiers. |
The heroic duo manning the western 88 slew it round and pick off the speeding '76. |
Turn 6
It's all over in the west as the Tokarev succumbs to the last Hanomag. |
But in the east the Soviets secure a precarious toe hold...send in another wave... |
3-1 to the Axis forces. So far the odds of the Red Army
taking Budapest are not good.
Post-mortem. I ended game three firmly in the
conviction that my plan was sound but that I had then threw the game away by
poor choices. This time, and I hate to use this excuse, I think fortune
crucified me. The devastatingly effective fire of the 88s was reasonable
and, while I hoped to get lucky and not lose vehicles to one shot catastrophic
hits it wasn’t a huge surprise – the 88s monster range means no penalties for
long range across a 6x4” table and the superb AP value meant the Axis were
hitting on 3+, penetrating on 2+ and then K-Kill’ing on 4+. A bit of
fortune would have let me off with M or F Kills (mobility or firepower) only
but in all the Turn 1 fire was largely expected. The aggressive use of a
four panzerfaust volley that did for the last T-34 was also not
outrageous. However, Turn 2 saw Axis draw the first four order dice which
gave the Scot the opportunity to hammer the coffin nails home and really bog
the Soviets down outside the village. Even a single early dice would have
got the western flank moving to spitting distance of the village. Most
frustrating of all though was the failure of the Tank Riders in the centre to
beat the last two 88 crewmen in close assault. Had this gone as the odds
suggested it would, the Scot would have real fight on his hands with the
eastern Grenadiers threatened by two Tank Rider squads and the Tokarev (plus
truck) forcing him to make choices about how he employed the central
Grenadiers. They would probably have had to commit away from the centre
objective robbing the defence of VPs while the eastern Tank Riders were free to
cause havoc amongst the command squads and gun crew in the east.
In terms of the wider plan I think the concept of spreading the
initial assault wide onto both flanks and then lunging up the centre with the
truck mounted troops was sound. The 88s have the range to cover both
flanks from any fairly central position therefore bringing all the first wave
down one flank would not have reduced incoming 88 fire but would allow the Scot
to concentrate his two infantry squads in one defensive position, from which it
would be hard to dig them out. On force selection I think the biggest
error was bringing the SU-76. In retrospect it was unlikely to be able to
do much damage to dug in 88s as it would need 5+ to hit while the 88s were on
3+ and 2+ to render it ineffective therefore its ability to support the attack
going in was limited and it is not a close fire support platform lacking MGs to
close into the village. Were I to fight this again I would drop the SU in
favour of two more trucks to carry the infantry – this would allow the T-34s to
be a screen, sacrificial if necessary, while the faster trucks dashed the
infantry forward and past the 88s arcs. The mortar I think remained a
sensible choice, it was just unfortunate that the Hanomag’s long range fire was
so effective.
It’s interesting to mull this game over because from Turn 1
onwards it never felt to me like I had much chance of levelling the fight and
that felt very frustrating. However, looking at it now it really wasn’t
all over until the assault on the 88 in centre failed in turn four. Up
until this point I think I could have pulled it back; but, after this assault
failed the question was only how bad the end score would be though. Bolt
Action’s initiative system with order dice is great and forces players to
impose multiple dilemmas on their opponent. Up until Turn 4’s failure I
still had enough combat power to provide multiple threats and make progress;
however, from Turn 4 on there was too little juice left in the Soviet fuel tank
to prevent the Axis from achieving overmatch across the field and mopping up.
On to the Attilla line. Another frontal assault on a prepared position...Uri's speciality...
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