Looking north from the Soviet left. Everyone is dug in and there is a belt of minefields in front.
Looking south from the Soviet right. The Soviets have four formations deployed: left, centre, right and reserve.
A sign warning any Axis invaders that there are mines (maybe - of the 16 minefields, 6 were dummies and 2 were unmarked.
Being dug in makes you low profile and the wheat field has grown to limit visibility - something I hadn't considered.
The Soviet centre. The Su85s are a bit advanced for 1943, but never mind that, just look at that beautiful wire entanglement.
First hit is scored by the Soviets against the Axis advancing on the right. The longer range of the T34s allowed for some opportunity shots against the StugIIIs.
Disaster! A massive Axis bombardment on turn 3 took out the majority of the Soviet equipment on their right. I suppose they shouldn't be too concerned, the opening Axis bombardment on the centre had failed. The above bombardment was concentrated and so much deadlier. It took out the right flank commander along with the Soviet CO who had gone over to help maintain the
And the Soviets had a concentrated bombardment of their own which slaughtered the Axis armour that had penetrated a dummy minefield and was engaging the Su85s. The Axis commander must have known what was happening as he had previously had two command blunders - and this was only turn five!
Comments on Blitzkrieg Commander
The Soviets have trouble getting their artillery in to action. We were trying an option to have scheduled bombardments called in with a two turn delay as we are planning to play with no fixed number of moves.
Turns 4 and 5 for the Soviets were very short due to failures of command roles.
The Axis also failed command roles to bring in their air strikes and that Soviet bombardment has now taken out their
FAO FAC. This was after the Axis had won partial air superiority.
One annoying thing with the rules was searching for some information on indirect fire that turned out only to be detailed in the Hit Summary table on the very last page of the rules. Only a minor criticism as the rules are comprehensive and straightforward allowing fast play, although for this game we were using a lot of features we had not previously gamed.
Another thought was rather than just a simple die roll to determine air superiority, it might be more fun to have a quick game of Wings of War or something.
The other observation is that such a big game might be better played as a series of linked actions. Something to think about.