Sunday, February 19, 2023

Senno July 1941 - Take Two

Previous game's AAR using this scenario can be found here.

This time Simon went the Soviets assisted by Olivier while Stephen and I each took command of one of the two 7th Panzer Division's Kampfgruppen.

The advancing 7th Panzer Division runs into a counterattack
by the Soviet 7th Mechanised Corps

The Soviets had a plan: advance, seize three of the six objectives, dig in and let the invaders wear themselves out attacking.

Soviet outflanking force arrives and is engaged by the panzers on the right flank.
This was perhaps the most fluid part of the battlefield.

While the fighting continues on the right,
the Soviet armour has been waiting for the panzers to attack.
They didn't have to wait long (game is only 8 turns per side).

The right flank is now just a diversion 
as the Soviets have plenty of troops there to absorb whatever 7th Panzer can throw at them.
The real action is in the centre were both sides have pulled in troops from the other flank,
in order to push the attack.

7th Panzer have captured the central objective held by the enemy,
but the Soviets make a determined attack towards the other central objective, the urban area of Senno.

With just one turn to go the 7th Panzer were able to rush reinforcements to stop the Soviet attack,
dead in its tracks 
(helped by a couple of Soviet poor die rolls it should be stressed)

Game played well with plenty of decisions to be made as to best course of action.  Took about 4 to 5 hours.


8 comments:

  1. Replies
    1. Thanks. It is a win just getting it out on the table. The bulk of the figures and models are mine, but all the terrain is Simon's except the building which is the club's.

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  2. Replies
    1. It's an interesting game system that Rommel has. The combat system is at the vagaries of a d6, but the real decision process is in pressing attacks, allocating resources and second guessing the opponent. We are planning to do D Day and I'm also working on some Crete and other scenarios that I hope to turn into mini campaigns.

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  3. Mobs of armour. The early war vehicles are beaut and your prep/painting has paid off in spades with such a great look on the tabletop. Loved the Soviet civic/HQ building too!
    Regards, James

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    1. I suppose the labels detract a bit, but I find I am so focussed on the decision process that I don't notice them.

      And yes, thanks. I am very happy how all the kit has turned out. And especially happy to be using it!

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  4. How much different is it on hexes compared to the square-grid?

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    1. The "gaps in his lines" event doesn't work. It is easier to determine "flanking the enemy." You get slightly more room with hexes on a standard table. But all these things are very minor except you don't get the movement bonus by moving on diagonals which is also not a major change. I certainly prefer hexes.

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