Time for some Great War action! We used Great Escape Games 1914 rules with my 'old' Pendraken 10mm Figures. Dave the attacking Russians and Maurice commanded the defending Germans.
Russian General orders his Regiments forward!
OOB's
Russians
Tokens 22 Total Bases 26 Break Level 13 Bases
6 Regular Battalions of 3 Infantry and a single MG Base
1 Regular Battery of Artillery Support, 2 Bases
Germans
Tokens 16 Total Bases 16 Break Level 11 Bases
3 Trained Battalions of 3 Infantry and a single MG Base
1 Trained Battery of Artillery Support, 2 Bases
Regarding terrain we used a layout we found online using the same base scenario, it was called 'Delaying Action at Landrecies'. It features fairly open ground but we figured that covered the terrain often (but not always of course) found on the Eastern Front.
The AAR
Their was no subtilties as the Russians formed up and launched their entire force of six battalions in dense formations opposite the town and bridge and advanced straight toward them. Their artillery was set up in the rear with a direct line of sight on the town. This the Germans had set up for just such an attack and their held their nerve (and fire) preserving their hidden set up until they could see the white of the Russian soldiers eyes.
Once the Russians got within spotting range the Germans interrupted the Russian player gained the initiative and opened fire! Their fire was accurate but not devastating. Despite losses the Russians lost no complete units and were able to get three battalions into the town and secure the bridge in turn three. They also attempted a last minute and unsuccessful a small flank attack on their left, the battalion trying that was hammered and its last remaining base retired to the safety of a group of farm buildings!
Turn four and with the range close the casualties began to really pile up! The German Jager Battalion was completely destroyed as was their Artillery support, the Russians lost many infantry and MGs, three more of their battalions being reduced to single bases but they were still securely ensconced in the town. By the end of that turn though the Russian losses exceeded their Break Point and the game was over. A German Victory (just)!
Some Pictures
Overview of the Russian advance on the Germans deployed around the town with a waterway to their backs!
A battalion of Russians take hits as they move forward with the 'blurry' German line in the background.
German Infantry holding the left of the line...
Note - the Disc is numbered on one side and these are placed on every Unit at the beginning of each turn with their total Commands for the turn we find it easier than recording it on a roster and then cross refencing which unit is which, the Bullets are 'Used' Commands and the small Die tracks Morale Hits.
The Russian artillery had no direct fire targets so commenced a bombardment of the enemy line, they had some successes but on one occasion hit their own troops!
They totally forgot the option to fire smoke that could have been helpful in such a frontal assault.
German Guns target the advancing Russians!
The Russians break into the town and start firing into the German Units flanks!
Russian MGs under the direct command of their General cut down the German Artillery crewmen, just visible in the background!
The German General and his staff exited the town at Russian bayonet point and from his new 'safe' location continued to keep an eye on the progress of the action!
Summary
The massed Russian advance right in the centre of the German line didn't give them much to do and they just stood their ground and fired, there were no need to 'redeploy' any of the defenders!
German losses: Seven Bases
Russian Losses: 14 Bases
I like Great Escape Games 1914 Rules but I find they play a bit slower than their World War II Iron Cross version. I believe it is the pre-allocation of Command Tokens, players sometimes take several tries to distribute them and then often add them up over and over again, still once the turn begins it runs well!
We have made one small change to the 1914 Rules and it regards indirect artillery fire, a natural 1 hits the nearest friendly unit and a natural 2 hits the nearest enemy unit.
We are going to replay this scenario again with the From Shakos to Coal Scuttles rules in the coming months to see how the two compare.
Excellent looking game with proper WW1 tactics - mass in the centre and march forward!
ReplyDeleteCheers Ben the rules played out a good WW I feel game, thanks!
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