The battle hardened Wehrmacht had broken through and secured the fortified position at the Kerch Straight, Luftwaffe interdiction flights had spread themselves thinly whilst the Red Army airforce concentrated their own flights to defend the factories at Mariupol, now it was time for the Panzerwaffe to assault said factories while the S-boat Flotillas towards the water side flank of Sevastopol sallied out to attack the raiding Flotilla of the Soviet Navy.
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| Turn 2's battle are in the bottom right (BA) and top left Cruel seas |
Battle at the Mariupol factory complex
The game rolled for was Sectors, players fight to control the 4 quarters of the map with each 'Flanking' Sector worth 1 VP and the opposing Deployment zone worth 3 VP, our campaign objective was centred on the industrial city of Mariupol so I setup the map to be and industrial and Urban zone with relatively mirrored terrain.
Both sides got their preliminary bombardment, the Germans got a lucky 6 on the AT Gun and Commissar killing the Commissar, everyone else got plenty of pins. The Germans got less pins on average however a lucky hit on the Panzer III blew it up! a lucky early boon for the soviet defenders.
The Germans snapped to action to run away from the Incoming artillery barrage called in by the Forward observer, activating two infantry squads and the light tank (some may say why is that Panzer Luchs in 1941 Russia? Nay that is a Panzer one, by proxy).
The Panzer I reversed up the road to get away from the artillery barrage only for an AT rifle team to Ambush, pass it's order test, score a hit, score a penetration and roll a 6 to blow it up! Tank division no longer.
Turn 2 the Waffen SS assaulted the church and cleared out the Anti tank team on the bottom floor, in response the forward observers called in the artillery strike onto their own position.
The Soviet reserves began to march onto the board, moving on they scored 8 hits and 0 wounds on the Heer veterans. Turn 3 the artillery barrage came in, pinning the Flamethrower team, Pinning the Heer Veterans, Lt and Medic. The barrage Pinned the forward observers but it annihilated the Waffen SS in the church!
In the above picture the Heer LT snapping to action lead an assault on the Soviet regulars, the Heer Veterans with 5 pins went down instead and so he and his batmen went alone getting killed for no losses on the soviet side in combat.
Moving on to the table the Heer Reserves pushed up into the ruins, killing an AT team and firing on the conscripts hiding amongst the ruins.
The Soviet regulars finished off the Heer Veteran squad with brutal shooting.
Turn 4 - The Soviet infantry Pour across the factory into the German Quadrant ending the game 27 to 7
The Soviets then rolled to destroy the German armoured unit and rolled a perfect 4 to destroy!
Confrontation at Sevastopol
''The sky sways. sways over me and underfoot the deck is shaking, who hasn't tasted salt , who hasn't tasted the jock can't be called a real sailor!'' - Let it sway, Soviet Navy song
Using the scenario generator from the Cruel seas - Close Quarters supplement we got Escalating engagement, ship move on in 3 groups starting with the fastest to slowest and victory was determined by victory points. The 1000point fleets clashed off of the coast of Sevastopol, G-5's swept out ahead of the main force which was running in 3 echelons seeking out the German forces, looking to sweep the coast so sailors could land and raid the communications centre near Sevastopol.
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| Soviet Fugas class Minesweeper |
The Flagship of the Task force was a Fugas class Minesweeper, Supported by 6 Bronekators in and a trio of G-5 Torpedo boats supported by 2 Free aircraft generated from a bonus card played during the combined arms game, The Kriegsmarine force was composed of S-38 Schnellboots, a Verpostenboote and a Siebel ferry.
Using the terrain generator we had a drifting hulk near the Soviet deployment zone on the right, a shoal in the centre, a sandy island in the bottom left and a minefield in the top left near the German deployment zone. Rough weather conditions meant no full speed this game and a crew test to go combat speed as well as firing torpedoes.
In this scenario deployment zones are random for the 3 echelons of ships coming on, so turns One and Two had little going on as the two fleets deploy far from each other, the Soviet D-3's swept around the light house intending to catch any large ships that came onto the board from the south with their torpedoes, their HMG's scoring a rudder damaged result on a closing S-boat. The German second echelon arrives from the north.
Turn 3 saw the two free planes I got from playing a card in the campaign come on, using their rockets and bombs they successfully damaged an S-boats and sank another.
The S-boat with the Rudder damaged result veered right, straight into the wreck of their comrade.
The German heavy hitters arrived from the North, their big shots ineffective due to the rough weather and distance.
The Soviet Fugas (proxy flower corvette) arrives, its small arms and 37mm pummel the Verpostenboote whilst the 4'' gun blasts an S-boat on the right flank closing with the Bronekaters.
The 3 Bronekaters fired and missed the closing S-boats generating 3 water plumes.
The 4'' gun barks again and sinks the S-boat whilst the MG's and 37mm continue to pummel the Verpostenboote, the Bronekaters join in and the Verpostenboote comes out with only 13 hull points left.
The game ends with score 6-3 - a soviet victory!
Pouring up onto the rocky coastline under the guns of their ships the Soviet sailors pushed inland quickly overrunning the meagre communications centre garrison and securing the sensitive radio equipment and towers.
The USSR controls the comms centre end of turn 2 and controls the seas.