On September 12th, 1st Panzer Group launched an attack from its Dniepr river bridgeheads directed north, to cut across the rear of the Russian South-West Front, currently defending the Ukrainian capital of Kiev. This attack formed the southern arm of two pincers aimed at encircling the Russian forces holding Kiev - 600,000 men in total. As Von Kleist’s panzers attacked north, so Guderian’s 2nd Panzer Group was fighting its way south as the northern pincer. The two powerful Panzer Groups would meet at the town of Lokhvitsa, some 180km west of Kiev.
The Axis forces are attacking, and cannot take any Defences, on either day. All the normal army lists restrictions apply. There are no additional restrictions upon the German lists.
On Day one, the Russians are conducting desperate counter-attacks by any available forces. No defences can be taken. There is a restriction on KV tanks, but no other restrictions on the lists apply.
At the end of battle three the German and Russian players that won the most campaign points for his team will get a special medal for his achievements in the campaign. In the event of a tie between multiple players on a side, the referee will judge the winner on other factors, such as best painted army, friendliest player, who bought him the most drinks, etc.
The German offensive has caught the Russians by surprise, and realising the threat to the defenders of Kiev, any available forces are being redirected into the path of the German advance to stall them, whilst behind them, more forces are digging in around Lokhvitsa itself. The Russian commanders have instructions to attack immediately. The German commanders must push on towards Lokhvitsa with all speed.
Scenario Size: 450pt Platoon game.
The terrain will be provided. You will be assigned a random table to play on. Please do not adjust the terrain.
The side that loses all its BR is defeated, and his opponent wins. In the event that neither side has broken, the side that is closest to their break point has lost. Inform the referee of the size of the victory (see Briefing), Massacre, Solid, Marginal or draw.
Place a single objective in the centre of the table. Neither side can win an ‘all objectives secured victory’.
Both sides should note down where their pre-registered target points are (if they have any). They should also note down the location and turn for any timed barrages or air strikes. Also, remember to chose ammo for your armoured vehicles.
The player with the least Scouts (or the loser of a D6 roll-off in the event of a tie) places all his Reconnaissance units. These can be anywhere in his half of the table, but not within 10” of the centre line. The player with the most Scouts then places his Reconnaissance units, as above.
The player with the least Scouts then deploys 2D6 units, freely chosen from his battlegroup, anywhere within 15” of his table edge. The player with the most scouts then deploys 2D6 units, as above.
The side that is out scouted must take a counter.
Any units not deployed at the start of the game are reinforcements. For both sides, from the start of turn 2, 2D6 units arrive from each player’s table edge. Roll at the start of each player’s turn until all the forces are on the table.
Each player rolls a D6 and adds the number of Scouts. In a tie, re-roll. The player that scores highest takes the first turn.
The game is played along the length of a 6x4 table.
|Pts||Forward HQ (L,AFS)||BR||Men|
|24||SdKfz 265 Pz Befehlswagen r (SO,AS,U)||3||3|
|101||Schutzen Platoon r||11|
|5||Schutzen Plt command (O, MS)||6|
|Schutzen squad x 3||18|
|MG34 Team x 3||12|
|15||AT grenades x 3|
|Pts||Tanks (R,E, L, S)||BR||Men|
|61||3 x PzII F r (O)||6|
|108||3 x PzIII H r (O)||9|
|20||SdKfz 222 (S, MS)||1||0|
|59||Heavy AA Gun 88mm with transport r||3|
|Pts||Additional Fire Support||BR||Men|
|10||Off table fire support request 4+||0||0|
Total BR 36
Total Points 447
Soviet Mechanised Corps
|26||NKVD Blocking detachment|
|58||Motorised Rifle platoon|
Infantry foot patrol
BA-10 armoured car
Timed 76.2mm barrage
Timed 76.2mm barrage
Timed 76.2mm barrage
|Pts||Additional Fire Support|
|Pre registered target point|
Counter battery fire mission
My first Soviet opponent was Juho, one of the trio of gentlemen who'd traveled over from Finland for the event.
|My Germans deploy. I'd lost the reconnaissance round so I was down a BR token already.|
|Sneaky Soviets - the reconnaissance infantry patrol|
|A race to the village|
|Reserve move order revealed|
|T50's waiting on reserve move orders|
|I advance and pin the Soviet infantry patrol which has captured my objective marker. A BR token for me|
|T50's take up a good flanking position|
|Soviet artillery arrives! I loved Juho's use of a bottle top with aircraft decal as a spotter round marker. A Panzer II and an infantry squad are pinned|
|One of the well placed T50's is given Ambush Fire orders|
|The Soviet BT7 platoon arrives with tank riders. The NKVD are on the right in the 2 cars|
|Vehicles begin to be destroyed on both sides. Well 4 on my side and 1 BT7|
|The German left flank seems to be attracting a lot of Soviet armour|
|The BA10 pops out to take some shots|
|1 more BT7 get's it. My 88mm gaining the honour.|
|In additional firing the BA10 get's it|
|A BT7 is immobilised another pinned as are some of the infantry squads. The Soviet advance is slowed|
|However the Soviets are dealing damage to my vehicles and pinning which I have to unpin to keep fighting adding more BR tokens to my total.|
|Pinned again and the last of my tanks brews up.|
|The MG team is one of my few units still in the fight, but weren't many targets to fire at.|
|My other unit still in the fray, my sniper. Again not many targets for him.|
|Juho's BR token haul. Not that many|
|Mine - I definitely won 'who as the most counters'. Major defeat for the Germans. Juho scores a Massacre victory for the Soviets|