Tuesday, June 1, 2010

Barbarossa – Counterattack near Bialystock!


Wednesday’s game was cancelled due to a board meeting – but Saturday CVT was in town (but wanting to go to bed early because he was running a marathon the next day with Amanda – so I set up a big skirmish for (Savage) Saturday afternoon!

28 June 1941, North of Bialystok, Poland

SITUATION

The survivors of the previous action have returned to Russian lines but still find themselves under relentless assault. They have joined with elements of the 4th Tank Division and other units to form a scratch force for a counterattack to harras the rapidly advancing Germans extended line of supply and breakout of the rapidly tightening encirclement!

SCENARIO

Russian forces must exit the North edge of the table before second line german troops can be formed to block them. The game will end when d6 + the turn # = 20+

FORCES

Soviet Forces (Elements of the 2nd Rifle Division and 4th Tank Division, Tenth Army, Western Special Military District)

Kapitan Sergey Molotov - Wild Card - CVT
Ag d6, Sm d6, Sp d8, St d6, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d8, Stealth d6, Throwing d6
Edges: Rank: Officer, Command
Gear: Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)

Serzhant Zaitsoff – Wild Card – Gary
Ag d6, Sm d4, Sp d6, St d8, Vg d6,
Pace 6, Parry 6, Toughness 7
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d8, 8 Throwing d4
Edges: Rank: NCO, Luck
Hindrances: Bloodthirsty
Gear: Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)

Rayadovoy Androv Virgilovski - Wild Card - Rick
Ag d8, Sm d4, Sp d6, St d6, Vg d8,
Pace 6, Parry 6 (7), Toughness 7
Skills: Fighting d8, Shooting d8, Notice d4, Stealth d4, Driving d4, Throwing d4
Edges: Brawny
Hindrances:
Gear: Mosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)

Rayadovoy Alexi Petrov – Wild Card - Darrin
Ag d6, Sm d4, Sp d6, St d8, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d8, Notice d6, Stealth d4, Throwing d4
Gear: PTRD-41 AT Rifle (Range: 40/80/160, ROF1, Damage: 2d10, AP: 3, heavy Weapon, No Move)

Efreytor Marcov - Wild Card - Jackson
Ag d6, Sm d8, Sp d4, St d4, Vg d6,
Pace 6, Parry 4, Toughness 4
Skills: Fighting d4, Shooting d4, Notice d4, Stealth d4, Driving d4, Throwing d4, Repair d8
Edges: Command
Hindrances:
Gear: Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)

Soviet Tank Crew - 2
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Driving d6, Repair d4

T-26S Tank
Acceleration 3, top Speed 8, Toughness 17/15/15 (7/5/5)
Heavy Armour
DT Co-Ax MG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto)
45L76 AP (Range: 24/48/96, ROF1, Damage: 3d8, AP: 5, 1 Action to Reload)
45L76 HE (Range: 24/48/96, ROF1, Damage: 3d6, AP: 3, Medium Burst Template),

Soviet Conscripts - 8
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 4 (5), Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Stealth d4, Throwing d4
Gear: 1x Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto), 6xMosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) +Bayonet (Str+d4, Reach 1, Parry+1), DP LMG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto, Snap fire)

Soviet Conscripts - 8
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 4 (5), Toughness 5
Skills: Fighting d4, Shooting d6, Notice d4, Stealth d4, Throwing d4
Gear: 1x Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto), 6xMosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) +Bayonet (Str+d4, Reach 1, Parry+1), DP LMG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto, Snap fire)

Soviet Riflemen - 8
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5 (6), Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d4, Throwing d4
Gear: 1x Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto), 6xMosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) +Bayonet (Str+d4, Reach 1, Parry+1), DP LMG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto, Snap fire)

Soviet Riflemen - 8
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5 (6), Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d4, Throwing d4
Gear: 1x Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto), 6xMosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) +Bayonet (Str+d4, Reach 1, Parry+1), DP LMG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto, Snap fire)

Soviet Riflemen - 8
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5 (6), Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d4, Throwing d4
Gear: 1x Ppsh SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto), 6xMosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2) +Bayonet (Str+d4, Reach 1, Parry+1), DP LMG (Range: 24/48/96, ROF3, Damage: 2d8, AP: 2, Auto, Snap fire)


German Forces (elements of 129th Division, XLII Corps, Ninth Army, Army Group Center)

Leuitenant Karl Meuller – Wild Card
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Intimidate d6, Throwing d6
Edges: Rock-n-Roll, Command
Hindrances:
Gear:
MP-40 SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)
Luger Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)

German Rifle Team #1 (6)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 1x MP-40 SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto)
5x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)

German LMG Team #1 (4)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 3x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1), 1x MG34 (Range: 30/60/120, ROF3, Damage: 2d8, AP: 2, Auto, Snapfire)

German Rifle Team #2 (6)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 1x MP-40 SMG (Range: 12/24/48, ROF3, Damage: 2d6, AP: 1, Auto),
5x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1)


German LMG Team #2 (4)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 3x Kar 98K Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2), Bayonet (Str+d4, Reach 1, Parry+1), 1x MG34 (Range: 30/60/120, ROF3, Damage: 2d8, AP: 2, Auto, Snapfire)

German HMG Team (3)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 2x Luger Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)
1x MG34 on Tripod (Range: 30/60/120, ROF3, Damage: 2d8, AP: 2, Auto, No Move)

German Pak35/36 Team (3)
Ag d6, Sm d6, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d8, Notice d6, Stealth d6, Throwing d6
Edges:
Hindrances:
Gear: 2x Luger Pistol (Range: 12/24/48, ROF1, Damage: 2d6, AP: 1)
1x Pak35/36 (Range: 60/120/240, ROF1, Damage: 3d8, AP: 3, Heavy Weapon, 1 Action to Reload)

THE GAME

People started drifting in around 1PM… some had to make characters… I was still trying to BS some stats for the T-26S and the Pak 35/36… we got started around 2PM…

(Remember: click on the pictures for a bigger version)

Darrin was the firs to show up so he got to wear the “Lucky Pilotka” (gaining him a bonus benny!)

There was five Russian players and five approximately squad-sized groups of extras so each controlled one (though Jackson also had his tank and crew…)


The commie hordes line up to begin their charge across the relatively open table – all German forces began the game hidden – as most players seem to be giving their characters d4 in Notice to give themselves better Shooting the Germans universally got the first shot off… I should have been REALLY nasty and given them “the drop” (+4 to hit, +4 to damage…) I haven’t been, as I worked under the assumption that they were advancing in some state of readiness – expecting that there would be Germans out there SOMEWHERE!?

Kapitan Molotov and his squad didn't arrive until the second turn as CVT hadn't returned from his shopping trip with Amanda..


The Russians Start taking fire! The T-26 spun out of control (I’ve got to tweak the out of control rules – the movements that vehicles end up making are somewhat ludicrous…).

I was really annoyed that I couldn't find any of my explosion markers throughout the game... I'll have to make more... bigger ones... and tank burn markers!!


The first shot was from the Pak35/36; a Penetrating hit causing one wound and a crew hit. I realized after the game that I worked out the damage for the gunner (the crewmember that was hit) wrong and he SHOULD have been reduce to paste… ah well… the tank surviving and fighting on made for a slightly more interesting game.

Also I realized I forgot to make Jackson’s roll guts/spirit checks for his tank commander when the tank got hit (with that d4 spirit he probably would have bailed on that first hit (or any of the subsequent hits!)


Then the MG opened up and lit up some conscripts!


RAT-AT-TAT-TAT!


The Russians continue their advance!


…and began clustering in the woods for cover.


Sooooo wish I’d had a mortar…


The MGs started making a mess of any groups that were in the open…


Gary’s (Sgt Zaitzoff) lot made a dash for it when the HMG team took some casualties.


Only to run directly into a hail of bullets from a rifle team concealed in the next stand of trees!

A couple of LMG teams had made themselves known at this point too!


Sgt. Zaitzoff vs. German Rifle team – actually they had already fired at his squad and made a mess of them. I think the Serhzant was also hit but shrugged it off. He made a dash past these guys and off the table to freedom shortly thereafter!


One of the LMG teams


Tank and supporting infantry advance.


Carnage – bodies pile up as the advance struggles forward!


The tank and the AT gun were having quite the duel. The tank, at first, tried to pump HE into the woods then later just sprayed it with bullets from the Co-axil MG. The AT gun scored a second hit that reduced the speed of the tank. The tank shook on of the AT gun crew, and then killed another (which caused the remaining one to be shaken)… Eventually a second AT gun crew man was KOed but the remaining one finally recovered, slowly loaded and aimed the AT gun and finished off the tank! The crw bailed out and ran for it, just making it off the table on the last turn!


(while the tank was still in action…) slowly moving up…


Fire from the advancing Soviet riflemen took out the LMG team in the woods so the supporting Rifle section advanced and took up the lines at the front edge of the woods.


They started messing up the advancing Soviets to their front pretty badly…


Eventually they pretty much took them all out…


The Russians didn’t even get close

(but while they were busy shooting up the regular Soviet riflemen, the Russian with the big-ass AT Rifle snuck on by on their flank and escaped off the table!)


On the other side of the road Russians took cover in woods opposite the other German rifle section. The soviets had run out of ammo, but still had a couple of grenades…


Finally they had to just rush the Germans.


It was a nasty close combat with both sides being nearly wiped out

(and while they were busy a few more characters slipped past and made it off the table!)


The Carnage

After the game I tallied things up and sorted out the casualties…

The Soviets had started with 47 of those 17 were killed in action or died of serious wounds shortly thereafter. Another 19 were lightly wounded and taken prisoner (of those 16 died in captivity and only 3 returned home after the war…). Two others had been knocked out of action on the tabletop but escaped to fight another day. Only seven escaped off the table – the five characters, and the two tank crew!?

The Germans started with 27. Of those 2 were killed in action. Eight were seriously wounded needing evacuation to a hospital in the rear and possibly returned home to Germany. Another four were lightly wounded and required treatment at the regimental adie post but were quickly returned to action. Three were knocked out of action, but sustained only bumps and bruises and were immediately returned to action.

Conclusions

The Tank-AT battle was fun – going to have to include a bit more of that!! (should have ordered those bailed crew from Bolt Action Miniatures when I ordered all the other stuff!? DOH!!)

The PCs – who weren’t necessarily even commanders of any type (Rick and Darrin’s being simply riflemen – members OF the squad they controlled) – tended to use their extras as “meatshields”. Sending them to their doom ahead of themselves so they could then dash across the far edge of the table. Perhaps I should tie how many of the extras in their teams matter – however many survive determine how many you have next time… or however many survive determine how many XP the characters get…

Also there was an awful lot of coordination between the different groups… that really shouldn’t have happened. Perhaps I could penalize such table talk with characters losing their next action (the time it took to shout to the other team leaders…?)

Anyway, it was a LOT of fun! Thanks to everyone that came out!

6 comments:

Christian Knudsen said...

What stats did you waffle up for the Tank and the PAK?

Christain Knudsen said...

Whoops - I guess I could have just read the post...

tim said...

For a second there I though "DAMN?! Did I totally forget to post those!?"

Yeah I kind of BSed them together comparing stats of "known" Savage Worlds stated equipment with the very thorough lists from Disposable Heroes/Coffin for Seven Brothers...

I know very little about WW2 equipment technically so I'm a little leery of just making up my own stats for stuff... but, whatever... it seemed to work out fine.

Christian Knudsen said...

Hmmmm - tell me what you have, or want to play with, and, given some time, I can probably obtain some fairly good stats as to chance of penetration, etc, that will allow you to come up with damage/toughness that give somewhat realistic chances to penetrate. What were you doing for post-hit effects?

tim said...

Meh... comparing with DH/C7B seems to work okay. I think the only way is to try them out for a bit and see if they work - if something totally unrealistic starts happening (i.e. if the Pak35/36 starts brewing up the KVs on a regular basis - we might want to tone it down a bit...).

Where my lack of technical knowledge comes in is - did the Pak 35/36 fire an HE round or just the solid AP...? I know some of the later AT guns had HE for when they were pressed into an anti-infantry role... would the 45mm gun on the T-26 have had an HE round - I gave it one... looks pretty weak (strength of a grenade out of the book - 3d6, med burst template...). The Co-ax MG proved more effective anyway...

Christian Knudsen said...

I definitely don't want to knock it if it works, and I agree that trial and error is the best way to get a balance.

In general, all types of gun have access to HE and AP (and specialized stuff like APFDS, Tungsten, and HC rounds) but the amounts were wildly different depending on what and when. As a rule, German PAK should have little HE, as they had 75 and 150mm direct support guns that filled the role of HE chuckers. Any tank that was designed as Infantry support ie any short barreled German Pz III/IV or StuG, will have lots of HE but little AP, especially early on. Early in the war specialized AP ammo was very rare to non-existent for all sides, and in '41 the Soviets has serious ammo supply problems, and what AP ammo they did have tended to under perform, especially below 76mm. Basically, early on, the larger the caliber, the lower the ratio of AP to HE in the ammo loadout, the exception being in the T-34/KV1 line, which were rare anyways. How to model all this in SW? Good question...