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.

Lt Uri noses out to take on the western (Ersatz) 88.

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

Turn 3.  What are the odds of…?  Once again the Axis drew the first order dice.  Arg.  The central Grenadiers lined up on the Tank Riders who were tantalisingly close to them – who immediately went down to try and survive this unwelcome turn of events.  Axis shooting was remarkably poor and only two Soviets dropped; but, they were still stranded in the open outside the village.  The axis had the next dice and the Eastern 88 put a round over the Tokarev gunner’s head – clearly firing at soft skinned vehicles was below the crews dignity.  With this threat passed for the turn the Tokarev turned its many guns on the Eastern Grenadier squad to try and write them down.  Despite the output of rounds the four MMGs only manage to pick off a single Grenadier.  Not depressed by this the truck in the centre pulled forward to point blank engage the western 88…and missed, with all shots.  The last actions on the western side of the board saw the Hanomag and Grenadiers engage the Tank Riders sheltering by their knocked out transport.  The Tank Riders went down and escaped unscathed but weren’t going to get any closer to the objective this turn.  In the east the Tank Riders ran again and reached the edge of the village – payback time was coming.  Finally the SU-76 knocked out the eastern Hanomag at its third attempt.  Turn 3 hadn’t turned things around but I had at least got one squad nearly in and ready to start close assaulting through the eastern half of the village.  In the centre the Tank Rider squad with its supporting truck was still a decent size and a first order dice pull would get them out of the killing area and into the village. 
A Hanomag is finally picked off by the SU-76.

While the Tank Riders are poised to break in to the village...
 

Turn 4

Turn 4.  Nadir.  Soviets have the initiative!  First dice out the bag is mine and the game is going to turn as the centre unit of Tank Riders charges into close assault, not with the large squad of Veteran Grenadiers to their front, but instead with the two remaining gunners manning the western 88.  Seven tough-fighting Tank Riders against a measly two veteran artillerymen - surely a foregone conclusion.  Or not.  The Soviets managed to kill one German but, fighting over their defensive works, both Axis gunners got to strike and both clubbed down an attacker, winning the combat and breaking their attackers.  At this point I topped up my beer and had a brief sulk.

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

Turn 5.  Beyond salvage?  With the order dice balance now firmly in the Axis favour it was no surprise that the momentum remained with the defenders.  The Hanomag in the east engaged the Tank Riders in the open.  Going down to take cover was no longer an option given the proximity of the eastern Grenadier squad; however, the Hanomag did poorly only placing a pin and killing a single Soviet soldier.  Having got of lightly the eastern Tank Riders were blessed with the next pull of the order dice but instead of moving forward to pour fire on the Grenadiers they refused to advance and decided that taking cover was a good idea after all.  Sadly this left them open to assault by the Grenadiers who poured out the village.  The Tank Riders focus was now on digging in with their spoons as fast as possible and so they were unable to fire in their own defence.  With no defended obstacle to even the melee the Tank Riders only killed a single Grenadier before being overrun.  However, the Grenadiers were unable to consolidate far enough to make cover and were left open to the Tokarev which nosed its way around the burnt out T-34 to (a) hide from the unkillable 88 crew (b) hose down the Grenadiers in the open.  Staggeringly, the Tokarev only manage to kill a single Grenadier.  In the east the Tank Riders who had made it into the village charged down the unfortunate Air Observer and consolidated back into cover – this squad was definitely making a good claim to be the Soviet MVP (although in this game a better title might be OVP – Only Valuable Player).  The SU-76 took the opportunity presented by the eastern 88 crew falling back and accelerated out of cover at full speed toward the village – it should just have the legs to get in next turn for another three points.  At this point a quick count in my head put the Germans on between 12 and 17 points assuming they put a squad onto the main objective on the road.  I could get to 12 if I got the truck and SU-76 into the village with the Tank Riders and potentially chalk up three more by running the Tokarev into the Eastern side (although its survival would be a long shot).  Very poor odds but not impossible to pull a draw out of the ashes.  However, the next German activation put paid to this plan as the heroic duo manning the eastern 88 cranked round their heavy cannon and, despite being short-staffed and pinned, hit the SU-76 and distributed it over a wide area (another catastrophic damage result).  Oh well.  The truck nosed round the village and managed to pick off a member of the 88 crew who had occupied the central house – a bit vitriolic as it was clearly not going to make much impact on the game’s result.  With no further threats the central Grenadier squad strolled onto the crossroads to control the main objective and make a relaxed brew.
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

Turn 6.  Yup - beyond salvage.   Turn 6 was going to be pretty quiet – not many Soviets left.  The initiative remained with the Axis and the Hanomag opened up on the Tokarev destroying it.  In the East the truck and Grenadiers exchanged ineffectual fire as did the 88 crew and Tank Riders.  The Soviets had a toe hold in the village but the next wave would be needed to complete the break in – a solid defence from the Wehrmacht.  On to tallying up...  The Axis had destroyed four 8+ armour value vehicles to give them twelve points with a further five from the central objective and four more for two tank rider squads, the Tokarev and the mortar.  A total of 21 victory points.  For the Soviets two units were into the village to bag six points with a further three points for killing the Pl Comd, Air Observer and destroying one Hanomag.  21-9 a crushing Axis victory.
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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