The game has only eight turns so I have to get a move on.
First on are the Pz Is
Then the Pz IIs which come under immediate fire, one tank being destroyed
The two infantry commands which complete the German force fail to make it on
However turn 2 and I get lucky with a double move
and boldly advance my truck born troops towards the village.
The motorcycle infantry are now on. The Pz Is have come under fire and the Pz IIs have stalled.
The Pz Is nemesis.
Armed only with machine guns the Pz Is will be unable to deal with the Polish armour
Did I say I got lucky?
My luck held out in so far as the Polish artillery strike failed
But the Polish defenders in the village got in multiple attacks
(I think it was three or more successful activations)
Pz Is have switched to support the Pz IIs.
Motorcycle infantry have deployed, not wanting to suffer the fate of their truck born comrades.
Off board Polish artillery
Infantry have been suppressed by an artillery barrage.
The Pz IIs have knocked out part of the armoured train
The Pz Is are now exploiting the gap.
(This was the first time we had used the train and we had to improvise some rules as we went along)
We decided that even wrecked the train takes up a lot of space.
The exploitation seen from the Polish side.
The Panzers pushing cautiously into the woods
The horses for the Polish cavalry waiting rather nervously I'd expect.
The Poles desperately need their artillery to stop the German advance
Richard commented that we hadn't had any command blunders.
My next roll...
The blunder by the German infantry means the tanks have had to go it alone.
The remaining infantry regroups.
The Pz IIs now switch to the left flank to take on the Polish miniature armour
that had scared off the Pz Is. Time is running out...
The Pz Is attempt to mop up the village
The German infantry are attempting to clear the station.
Progress against the village is good.
The Pz IIs race off, ignoring the flanking fire from the train.
The Pz IIs don't make it in time to clear out the Polish armour
And on the right Richard gathers the dice for a massive artillery bombardment on the Pz Is.
Blitzkrieg Commander is a funny game. It is well integrated, but rather abstract, especially in its scenario design and ground and time scales (unit scales as well). Just when I think it isn't working it surprises me with some, to my limited knowledge, excellent historical outcomes.
The actual battle on 1 September 1939 saw repeated attacks by the 4th Panzer Division around the village of Mokra on the Wolynska Cavalry Brigade, which determinedly held its ground, inflicting significant losses on the poorly coordinated tank and infantry attacks.
The game took about five hours, but there had been some interruptions and a bit of rule checking as it was a while since we'd last played.
I assume the German tanks are not painted correctly as he uses them for Russian 41 mostly?
ReplyDeleteHow should the German armor be painted?
DeleteFunny how design abstractions can produce historical outcomes despite players' expectations to the contrary. If this outcome is the norm then the designer has done his job. Enjoyable BatRep!
ReplyDeleteThanks. I would say the outcome is the norm, provided you have sized things as per their instructions, obvious thing being table size and fixed number of turns. If the aim is to exit and the table is too big, ain't going to happen.
DeleteI recognise those horses!
ReplyDeleteThey are missing a blonde mane :-p
DeleteNice report and nice minis, love the command stand with the table...
ReplyDeleteThanks. I am lucky to be able to play with such a great collection.
Deletestunning, nice kit and tabletop !
ReplyDeleteThanks. I have a fondness for the early war equipment
DeleteThe bees knees. Couldn't be bettered. This is how it needs to be done and it lends itself well to the BKC rules set. Superb effort. More please!
ReplyDeleteThank you. Coming from the author of the wonderful Stalingrad series of posts, your comment is much appreciated.
DeleteFun report. I might need to look at BKC for WW2 rules.
ReplyDelete