Sunday 8 December 2013

And so it begins...

The aim is simple: to play all the Combat Commander Europe missions in chronological order. In practice this may be more difficult because of the volume of missions and because there are only two of us doing it. So, will we make it to the end? Who will win the most games? (James or Dan, Axis or Allies) Will we still like Combat Commander by the time we've finished?

Following are brief reports on each mission (in the future we will pop some pics up too). We will include the scenario background, VP scores, notable incidents, and a death count just in case it ends 66-all at the end and we we need some sort of goal difference for ties!

Here is a map displaying the situation after a number of German acts of aggression that began in 1936




We begin our scenarios in 1939, Germany has invaded Poland and the Second World War is now 14 days old.

Let the fun commence!


1) 15 Septemper 1939. Scenario 14: At the crossroads – Sochczew, Poland (Combat Commander: Mediterranean, map 14)

From the playbook: On 9 September, the Polish Poznan Army, encircled by the rapid German advance, attempted to force a crossing of the Bzura River to the southeast. This attack inadvertently allowed time for the Polish Pomorze Army – also trapped in the pocket – to regroup further east near the Kampinos Forest. Many attempts were made by elements of the Pozmorze Army to affect a withdrawal from the pocket east towards Warsaw; by the middle of the month, however, only two divisions had made the escape.
On September 15, one such skirmish saw a company of Polish regulars attempt a breakout along an infrequently used farm road.

Deployment sees the Germans placed first and the buildings and shrubbery are used to good effect in an attempt to maximize cover but numbers are limited. The Open objective for the map was double exit vps increasing the value for the Poles exit move. However, the Polish also drew double exit vps as a secret objective meaning few Poles needed to break for victory, gaining 8 points for every squad that broke through. 
The game begins with little polish movement and German success in pinning their opponents, though no casualties are inflicted. A quick succession of time advances bring German reinforcements into play allowing them to cover the right flank that appears most at threat from some Poles trying to sprint through corn fields. The time advances also pushed VPs to 8 for the Axis.  
However, removal of a German squad, leader and weapon at building in objective 5 hex (G3, adjacent to Polish setup position) achieved through firepower 13 fire group appears to turn the tide. This is followed by excellent consecutive use of Smoke Grenades action which, combined with bad draws for Germany, sees Poland exit several units for big points. The Germans have no time to respond as the time track is sped along and Sudden death reached on the first roll. Low casualities: 1 german rifle squad and 1 leader eliminated, no Poles. 4 objectives to Germans, 1 to Poles. 20 vp victory to Poland. 

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Beep B. B. Beep. B. B. B. (Later that year in freezing Finland)

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2) 12 December 1939. Scenario 20: A march in December – Tolvajarvi, Finland (Combat Commader: Mediterranean, map 20)
From the playbook: As two battalions of Belyayev’s 139th Rifle Division skirted the north end of Lake Hirvasjari in an attempt to outflank the Finnish defenders of Tolvajari, one company was sent forward along a forest pathto the southwest. As discipline within the group slackened and they began singing patriotic marching songs –likely brought on by the extra vodka rations issued just that morning – nearby elements of the Task Force Pajari were alerted to their imminent arrival and set up an ambush for the unsuspecting soviet force.

Deployment for this scenario was a killer as the Russians had to deploy first along the road allowing the Finns to ambush and aim for weak spots, Group fire was limited to three hexes by the terrain but the woods from which the ambushers are situated give good cover and allow for sustained fire as the Russians failed to move off the road. 
The Finns split the Russians into 3 groups and appeared to have the battle sewn up but the attack slowed down, due to units being broken up and the the strung out units suffering from limited command ranges. Two Russian walking wounded events keep their numbers up despite the losses, including the return of the leader who is able to reorder the central group still in control of one of the HMGs. 
With the score 24VPs in favor of the Axis the Russians launch a desperate fight back with a string of melee attacks resulting in some success, even reducing the scores to VP parity for a short moment. However the valiant wounded Sergeant got himself killed in the final push, swinging the score back in favour of the Finns as time ran out. 
Casualties were high, Russia – 8 squads, 2 teams and one leader eliminated. Finns – 5 squads, 1 team and 1 leader eliminated. Russians retain all objectives but for a very limited VP gain. 10 VP victory for the sneaky Finnish.

4 comments:

  1. Massive defeats for me in the first two games.

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  2. Have you won any game other than the one when you taught me how to play?

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  3. James beat me when I was using French tanks during one of the "warm ups"

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  4. whatever happened to this series?

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