Based on the previous weeks comments of too many tanks and not enough infantry I worked out a Russian assault on a Chechen village, no doubt located in the mountains of the south of the area.
Chris and Evan again too the Russian side while Brian took on the job of defence.
Date: Early 1995.
Situation: Your reinforced platoon has been tasked with clearing out a village on the flank of a regimental level attack. Expect a prepared defence.
Initial Deployment: Enter on any road, you may enter on foot or mounted.
Victory Conditions: Clear the village of Chechens.
Special Rules: All men have 2 fragmentation grenades each. RPGs have 3 shots. Engineers wear body Armour. T62 has 6+D4 each of HE and AP and DAv smoke.
1- Rifle squad: 2 NCOs REP 5 AKs, 2 Gunners REP 4 LMGs, Gunner REP 4 AK and RPG, Gunner REP4 SVD, 4 men REP3 AKs, BTR80.
2- Rifle squad: 2 NCOs REP4 AKs, 2 Gunners REP4 LMGs, Gunner REP3 AK and RPG, 5 men REP3 AKs, BTR80.
3- Rifle squad: 2 NCOs REP4 AKs, 2 Gunners REP 4 LMGs, Gunner REP3 AK and RPG, 5 men REP3 AKs, BTR80.
4- Support squad: 2 NCOs REP4 AKs, 2 Gunners REP 4AKs and AGL, 2 Assistants REP 4 AKs, 3 men REP3 AKs, BTR80.
5- Engineer Squad: 2 NCOs REP 5 AKs, 2 Gunners REP4 LMGs, Gunner REP 4 AK and RPG, 5 men REP4 REP 4, BTR80. D4 disposable LAWs.
6- T62: TC REP 4 and 3 other crew REP 3.
Date: Early 1995.
Situation: A Russian assault on your village is expected, you are prepared to repel this assault on your home.
Initial Deployment: Set up anywhere on the board.
Victory Conditions: Keep control of the village at the end of the game.
Special Rules: One building may be booby trapped (1st figure to enter rolls as per mine), 1 command demo charge may be hidden (activated by the command squad within LOS) use demo charge stats. All men carry 1 fragmentation grenade. Each squad has D4 molotov cocktails. There are 4 RPGs to be assigned as wished.
1- Command group: Leader REP5 AK, 2ic REP5 AK, Gunner REP4 LMG, 3 men REP4 AKs.
2- Infantry squad: Leader REP5 AK, Gunner REP4 LMG, 4 men REP4 AKs.
3- Infantry squad: Leader REP5 AK, Gunner REP4 LMG, 4 men REP3 AKs.
4- Infantry squad: Leader REP4 AK, Gunner REP3 LMG, 4 men REP3 AKs.
5- Sniper: REP4 SVD, has the attributes Marksman, Quick reflexes, Stealthy.
Brian plotted the positions of his forces, he favoured a robust forward defence, an all or nothing strategy. The Soviets decided on a pincer, entering the table on the roads on the two long edges.
There was a different set of lessons to be drawn from this game. From my perspective as umpire I need to do more prep before the game. A set of maps for all players would speed up play greatly. Both for the defender to plot his initial placements and the attacker to show intended points of entry and lines of advance. Need to get get sketching before the next game.
Game wise, molotovs proved to be very powerful in built up areas, very useful for filling in the space underneath an RPG’s minimum range. The Engineers with body armour proved to be quiet resilient too; another aspect of the rules that could do with playtesting. As for the scale of the forces being used everybody agreed it was at the upper limit of what is practical given space issues, so that at least gives me something to work with.
All figure, vehicles and terrain were from my collection.