I played this one with Dave Schubert using Vassal. I think we both played this scenario for the first time. Dave played Russia; I played Germany.
TURN 1- The KV2 monster plus the amount of CAPs and cards that the Russian player gets in this scenario seemed insane at first glance, so I decided to be extremely careful and wait a bit for the Flak18 to arrive.
It was also obvious that laying smoke close to the tank would be useless, as it would be too easy for the Russian player to move the KV2 monster into position. I decided to lay smoke to cover my movement, but far enough from the Russian KV2 so that Dave would not risk moving it so far towards my tanks.
I proceeded to move my tanks and infantry around the hill to the south and the turn ended with one of my tanks shooting at his SMG, who was then rallied with the help of some CAPs.
Germany 0 - Russia 2.
TURN 2- Now the action really began. I used more smoke to protect the thrust of my Panzer platoon into the southeastern part of the town. I started with one of my Scout Tanks, fearing all the time that Dave would have set his mine or AT gun in that area, but I soon realized that they were probably closer to the control markers, as the SMG withdrew without much battle.
Then Dave started moving the monster towards the platoon. I manoeuvred the tanks out of its way and realised too late that I had left my LMG with its flank open... the KV2 made short work of it.
I saw the opportunity to try to control in the 2nd turn the crossroads marker and that proved to be my biggest mistake, as I should have kept my original plan no to get in sight of the KV2 until the Flak18 appeared. This time Dave needed to shoot twice using action cards to obliterate my Pz38t. A pity, as I had drawn a "Dual Attack" card that I could have used with my Pz38t once the KV2 was kept busy with the Flak18.
At the end of turn 2, all seemed lost for the Germans.
Germany 0 - Russia 8.
TURN 3- This turn would prove that the Russians survival in this scenario depends mainly on the KV2. In the previous turn, I had left one of my Scout Tanks in a position to annoy the KV2, and Dave seemed more worried about it than about the Flak18. First, I played a "Mark as Used" card on the beast so that he could not move it easily out of the way.
Once the Flak18 was transported to the easternmost hill, I used a "Command Action" card to shoot at the KV2 spending my last 2 CAPs in the process. It was a shot of FP15 against the flank armor of the KV2 and with a roll of 9 the German gunners blew a big hole in the monster's thick armor.
The lost of the KV2 was a big blow for the Russians. Not only did I win 3 Victory Points, but I also saw an empty "Autofahren" towards the crossroads. I quickly took control of it with one of the Scout Tanks and the support of the PzIVd. I was surprised that Dave did not counterattack, as I was with 0 CAPs, but at the end of the game I would learn that his hidden units were not close enough to the crossroads.
Germany 5 - Russia 8.
TURN 4- Dave was in dire straits now. IF nothing happened, I would win 9-8, so he tried to destroy my Riflemen in the south using his SMG unit. A violent gunfight ensued with many cards played, hits, rallies, etc. but at the end, with the support of my second Scout Tank and some luck on the dice I was able to destroy the SMG unit without losing my Riflemen.
Considering the battle lost, Dave conceded.
Germany 10 - Russia 8.
Pictures were captured using the log that you can save while playing with Vassal.
- Last edited Sun Jul 19, 2009 7:35 am (Total Number of Edits: 1)
- Posted Sat Jul 18, 2009 11:38 pm
Thanks for sharing enjoyed reading it
Thanks for the write-up. I'm enjoying reading your After Action Reports.
One minor point of clarification that has me slightly puzzled. Unless I'm missing something obvious I cannot see how the Flak 18 got into a firing position on hex 4-C11 and fired in the same turn it enters as a reinforcement (i.e. Turn 3).
From your description it sounds as if you expended your last 2CAPs (presumably to move the truck?), before expending 7APs to unload the Flak ready to fire, then using the command card for the fire action.
However, according to my calculations it is a minimum 3 movement cost to enter at the designated entry hex 4-A10 (you do have to pay the entry cost for reinforcements moving onto the map) and continue thru either 4-B10 or 4-B11 to reach it's firing position at 4-C11. Either of these routes costs 1 for the entry hex and bonus open ground hex plus 1 for moving to higher elevation and then a final 1 to move into 4-C11. Assuming you did have another CAP available to pay for the 3 rather than 2 cost of movement you would not be able to fire because you do not have LOS from 4-C11 due to the Light Woods (Level 1 obstacle) in 4-D11.
4-B10 would only cost 2 movement points to reach for the truck but LOS is again blocked by the Light woods in 4-D11.
I calculate the minimum cost for the truck entering at 4-A10 to reach a suitable firing hex with clear LOS versus the KV2 in hex 4-M13 to be 4 i.e. to reach the Level 1 hill at 4-C13. Whether you could reach this, unload and then fire would again rest on how many CAPs you had available to spend on the truck movement before using all 7 activation APs for unloading.
Am I missing something or perhaps mis-reading your description?
When you bring units on that are reinforcements, you can choose to have units already loaded onto trucks etc so the initial cost to enter would be one (for the truck with group movement) instead of 3 if that's what happened
Once the Flak18 was transported to the easternmost hill, I used a "Command Action" card to shoot at the KV2 spending my last 2 CAPs in the process. It was a shot of FP15 against the flank armor of the KV2 and with a roll of 9 the German gunners blew a big hole in the monster's thick armor.http://picasaweb.google.com/cogollo1974/CoCKV2Dave#535992428
From the screenshot you provided, it doesn't look like the gun has LOS to the KV2. Light forest hexes to the left of gun position create a plateau effect and block LOS to almost everything on the map.