J85 - PTICHIN' IN
Gus Waters attacking as the Partisans.
ROAR
(P:G - 22:11) - 3rd June, 2008
Played with 31 VASL logfiles
(June 2008)
For my first game against Gus we had a limited selection to choose from but in the end we decided to play this interesting little tussle. It is on a small board and pits a large Partisan force against a poor quality but well dug-in German force. As Gus is the newer player I chose to take the Germans figuring my experience will balance the apparent pro-Partisan bias
Well ROAR certainly doesn't give me much to hope for with this scenario.
However I am probably a lot more experienced than Gus and will be defending
so I am banking on these 2 things to make this an interesting
game.
The Partisans out-number the Germans by 2:1 until the reinforcements arrive and
even then they will have a numerical advantage. Leadership is identical. The
initial defenders are of poor quality but at least the German can multi-hex
firegroup, the Partisans
cannot.
In
terms of SW the Germans have the edge however (2x 20L AA, MMG and LMG vs 2x LMG,
ATR, 2x DC). One of the biggest advantages the Germans have is the late arrival
of 2x SPW 251/1, a FlaKPz 38(t) and a pair of unarmoured/ unarmed vehicles with
5x 467. This means that the Partisans must attempt to crush the Germans
defending the bridge as quickly as possible and then prepare for the
counterattack and the only effective weapons they have against the AFV are the
ATR and Molotov
cocktails.
The terrain works either way. Obviously the Bridge is the vital landmark and the
Germans must ensure that they either Control any of the Bridge hexes/exit points
by the end of Turn 5, or that they have 13CVP or more of the reinforcement on
the Western side of the River by the end of the Scenario (Turn 8). Either way it
promises to be a tight and torrid struggle as the superior German Weaponry is
set against the Partisan's numbers. The Eastern bank of the river is
heavily wooded while there is a hill on the Western bank which is strategically
important.
I have gone for the all-out defence of the bridge as my plan. The
reason for this is that not only is Gus' inexperience is likely to work in my
favour but the terrain can also be used to either provide a nasty killing
field for either long-distance shooting or close-in work. For this
reason I wanted my defence to be mutually supporting. I get free
entrenchments which will be unseen by him until he enters LOS of their location
and this allows me to again place my defence as central to the bridge as
possible.
I have
placed men on the hill more to deny it to him than to use it as a fire base.
Likewise the Wire has been placed to force him to waste time should he enter
from the West (he is allowed entry from any map
edge!)
40H0
236, 436
2S Foxhole
40H9 Wire
40I9
20L FlaK 30
126
40I4
20L FlaK 30
126
40I8
447, 8-0
40J0
237, 447, MMG, LMG,
7-0 2S
Foxhole
40L7
237, 436
2S Foxhole
I
made a stupid mistake and forgot to place my AA Guns HIP. This has given Gus a
huge advantage.
He is attacking from
the North, South (9-1, 7-0, 10x 337, ATR, 2x DC) and West along the 3 roads. The
Northern attack has their concealment stripped by my 40L7 units. The Western
attack immediately stumbles on the Wire and finds itself having to climb the
heavily wooded hills thus gaining CX. He does manage to get adjacent to me in
these wooded hills, but is CX which gives me the
initiative.
Even though his men on the hill are CX I cannot afford to either shoot at
them or CC them, so I withdraw some of these Western units. I will need him
to either show his hand or get within range of MY massed FP before I take
him on with any of my few men. I can still slow him down though as a time
is a factor here.
He just edges along,
he doesn't want to drop his concealment either... all his Units are only
an Advance away from my lines and some of them (at least the ones with
concealment) do Advance into my LOS, but otherwise this game is still
developing and not much is
happening.
I
finally open up with my MG stack against a juicy looking stack of units coming
at me from the South... it turns out that they are dummies... sigh... and I
didn't get ROF. My men continue to edge around though this time I am moving
with a view to getting my Conscripts (due to their 3MP) within AM range of his
men. I can no longer afford to back up and must start to fight it out now. He
opens up from the wooded hills against my AA Gun position and misses
malfunctioning a LMG in the process. I shoot back with the 20L AA for a HE
TH on the ITT (slightly better odds than a 4FP IFE attack) and I get a
CH! The RS (3x '1') means all 3 units suffer the results and then the dice come
up super-low again to K/1 this stack; he loses his 8-0 and a HS while the other
337 is broken. I Advance on the hill to surround his biggest stack with German
troops, if I can crush this attack then I shall be well ahead in this
game and he has no more leaders up here. The CC Phase exposes his Northern
attack as only Dummies.
Partisan Losses![]()

The lucky Germans try to bluff the
Partisans on the hill while the larger force prepares to attack in the
West
As expected he pulls back
on the Western hill in the face of my numerically inferior and less powerful
attack. This shows how difficult it is for a less experienced player to gauge
the right moment to attack. In essence I had just played a huge bluff and
he fell for it. If it was JP (or any experienced attacker) he would have
steam-rolled over me, or at least held his fire and waited for the CC Phase in
which to attack me with Concealment. Down on the Eastern bank he is closing in
on my Bridge defenders and generally keeping his concealment by just AM-ing
forward but this doesn't save a pair of 337 being broken by my IFE AA, one of
them is CRed through luck and the high ROF Gun. Advance sends him into CC with
my 426 on the hill but I manage to Ambush him despite his Partisans (we
were both Concealed) and I withdraw while he loses his concealment on the
stack of 3x 337, LMG. On the other side of the river he has put a combined stack
of concealed, non-concealed units adjacent to my MG position.
Again Gus gets a Fate
result in Rally and that finishes off one of his HS. Then for the 4th
time this Turn he ends up with a 6,6 result from a MC as the withdrawn 426 joins
with a 247 to punish the stack who tried to CC him; he has a unit CRed and
ELR-Disrupted and another broken. The MG stack on the other side of the river
gets another excellent DR and this smashes the 3x 337, 2x DC stack next to him,
the AA Gun then smashes the same stack to gain another 2x CR results. Gus
felt that this game was done and surrendered right
here!
Partisan Losses: 3x 127, 337
The Partisans Surrendered
GERMAN VICTORY
Conclusion
Normally this is the kind of game that I would not bother writing up for an
AAR but in this case I think there is still something to learn about the
attackers tactics vs. an experienced defender. Also, with the game obviously
being so heavily pro-Partisan from the ROAR results I am not too
sure I would find anyone who was in a hurry to play this
one.
The fact that the Partisans cannot firegroup is a negative for them. But this
very fact forces the Attacker to play his men
differently.
I think that Gus had the right idea with his attack; there were 3 thrusts at the
German lines with the one from the North being a dummy attack. The dummy
attack was a good idea, it held down roughly a third of my mobile forces
and if it was timed to meet my lines at the same time as the Southern attack
then it would have been a lot more effective. The Southern attack was always
going to be difficult due to the narrowing of the terrain next to my MG nest and
his moves to get Adjacent to me turned the game into a craps-shoot - the leader
and 3x 337 with LMG should have anchored the attack, possibly from 32Y3 or 32Z2
while the others moved in for the kill.
The attack itself,
on both the Western and Eastern banks should have been with individual 337s
swarming all over the Germans positions. They are on roughly equal footing with
FP attacks due to the Germans superior weaponry, ROF, range and defensive
advantage, but the Partisans have an overwhelming advantage in terms of quantity
and all they needed to do is get into CC and let the dice do the rest. Most
CC will end up Melee which effectively takes the German unit out of the battle
and allows the Partisans to bypass the position and deal with defender
later if
necessary.
Luck played and excessively large role in this game's result and while the
balance of the game had definitely turned towards the Germans through the
continual low attack DRs I really don't think it was over
yet.
There
is not much in this scenario to allow me to recommend it for play. The Partisans
should be able to wipe the German initial forces off of the board in no time and
then it is a simple matter of waiting for the Mobile reserve to blunder into the
waiting guns. I really like the idea for the game, I just don't think it is
balanced enough to make it playable.