The Soviets massed for the attack.
My plan was for the assault engineers to go in first on the right.
The Nazi position looked sparse, but backed by some wunder weapons.
With the exception of the roads, all terrain was at least partial cover, if not hard cover.
We do have a house rule that units in hardcover that engage in fire, lose the cover's benefits.
My elite assault force failed its first activation.
The armour also stalled.
The CinC took over and ordered the armour forward.
Unsupported by infantry, this is what happened.
Next turn and still the assault engineers fail to activate.
On my left, where I had planned to go slow, I made good progress.
Unlike on the left which again failed to activate.
Turn Four was a litany of command failure.
But on the left flank, once contact was made,
Soviet mortars made short work of the defenders.
Finally things get moving.
However a close assault in the centre is repulsed.
The left flank bog down again with commands just not getting through.
And then this...
A command blunder sees the Soviet armour pull back.
Where's the NKVD when you need them?
But in no time the tanks were back at the barricade.
And the assault engineers were doing their thing house to house.
But it was hard going.
Soviet armour at the barricade was held up by this monster for a good while.
The way was clear for the Soviet armour to rush the bridge,
sadly the order did not get through.
And on the right the Soviets almost reached the objective,
but were held back by the concentrated desperate fire of the Hitler Youth.
And so close on the left...
Two of the Nazi commands had broken, but without the Soviets reaching any of the objectives the game was a draw.
BKC is a funny abstract system, but it certainly works.
Thanks Richard for organising the game. It's great to see all those fabulous minis on the table.
