Hey guys I'm writing a DAR/AAR of an on-going operation I'm playing against someone from one of those "40 somethings wargaming clubs"
.
I thought I'd post it here to maybe draw some interest to this game
(yes I feel it deserves it, especially from the so-called realism fanatics here
). I hope you enjoy, it's quite a lot of work
.
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This operation was designed by George McEwan and Charlie Meconis over at blowtorchscenarios.com and I cannot take any credit for it.
Gray question mark boxes are the objectives. I get points for capturing them and for destroying enemy units. This is a static operation which means it is several successive battles over the same area, with reinforcements/ammo being supplied in between battles, unless a unit is too far extended and beyond the front line, in which case it will not be resupplied (ammo is crucial during long 100+ turn operations such as these). Infantry squads are represented by 3 men (though they usually number from 7-10), support units (like mortars) and platoon leaders are represented by one man. (usually have 3-6). All vehicles are 1to1.
It is February 7th, 1943 and I have been tasked to liberate the town of Andrewjewka from the hands of the fascist invaders. I will lead elements from the 350th infantry division and have been told to expect support from the 201st Tank Brigade within the next 24 hours. For now though, my assets are limited to 6 infantry companies about half of which are SMG troops, several AT guns, mortars and a couple platoons of AT rifles, and 7 T-70s.
Resistance is expected to be light, though there are reports of a small armored unit defending the town. I have also heard a rumor from one of my subordinates that it is in fact a so-called "Blowtorch Battalion" commanded by a certain Peiper. Regardless of what fascist pig is in charge of this unit, they shall soon be overwhelmed and destroyed by the might of the Red Army!
My attacking force is divided into two main columns (the two different colors represent the different setup zones), each with 3 infantry companies and supporting units. Both my T-70 platoons are on the right flank, but I will move one platoon to the left flank to support that advance. If it is indeed an armored unit defending this town, I will avoid direct confrontation with enemy tanks as my T-70s are ill equipped to deal with such a threat. Unless I can outflank enemy armor, I will try to move my fast T-70s to attack enemy infantry and light units from behind protected positions in defilade and avoid contact completely.
On the left flank,
I will seize the Goods Yard on the far left to provide firing positions down into the first two objectives, and advance with fast orders as quickly as possible to the first buildings on the edge of the town to get my infantry out of the open. Additional mortars and HMGs will provide cover from a lightly wooded area about 100 meters from the edge of town.
The left flank
In the center,
one of my platoon of T-70s will advance to hull down positions several hundred meters from the left flank and provide covering fire. Their main targets will be enemy halftracks and infantry, especially HMGs. If enemy armor appears they will reverse and come back from a different angle.
The center
On the right flank,
My infantry will move as quickly as possible out of the open to attack the railway station. Although using fast move orders instead of advance is riskier (troops ignore casualties more and are more exposed) I am hoping that most of my infantry will be able to close with the enemy quickly and suppress him. Whatever happens, I want to stay exposed in the open for absolute minimum amount of time. Mortar and HMG positions as well as 2 AT guns will be covering the advance in a lightly wooded area about 125 meters out from the railway yard objective. My other platoon of T-70s will advance to hull down positions several hundred meters out on the left side. Again, they will avoid contact with enemy armor.
The right flank
All infantry squads are spread out 25-30 meters apart from each other so as to avoid being suppressed by the same enemy unit, that way, even if one squad gets pinned, the others will advance quickly to destroy the antagonist. SMG platoons are leading, with rifle platoons bringing up the rear. The SMGs are absolutely devastating at close range (40-100 meters) but suffer from less firepower at longer rangers so it is particularly important that they close with the enemy quickly.
A T-70 with fast move orders to a hull down position.
SMG troops on skis ready to assault the town.