I participated today in a game depicting part of the 4th Battle of Kharkov in August 1943. This was a Soviet offensive, but the scenario was a German counterattack. It was run by Mark, one of the "satellite" members of South Florida Miniature Gamers who came from a county and a half away to show off his own 1:1 skirmish rules. They are 15mm, roughly company scale, and work down to light-and-serious wounds and damage to guns or engines on vehicles. The rules are named Tactical Combat, fit on a single page and have been worked on and played at conventions for decades. They seem suitable for just about anything in the 20th century, though trench warfare would be more complex at 1:1.
| Scenario |
Basically, the Soviets (on which side I played) held a factory complex and, behind it, a pretty village of Flames of War buildings. The largest residence and the six rooms of the factory were the objectives - whoever held four of these after ten turns would win.
The Russians started with a couple platoons of infantry and two guns (a 57mm AT gun and a short-barreled 76mm howitzer). The Germans had plenty of infantry to start. Both sides had some anti-tank materiel, mostly AT rifles on my side and a demolition platoon for the Germans. My partner took the infantry up front, while I held the back line and handled guns and armor.
| 6x6 table from the Soviet side, with village in front, and factory in center. Vehicles arrived on the roads. |
| Some of the Red Army before deployment. |
| Side view of the field. |
| Infantry in the factory. |
| Left side of table (from Russian perspective). |
| German machine-gun team facing the factory. |
The Germans brought in a few StuGs on their right - the wrong side for my 57 to shoot at them, though the 76mm exchanged fire for a few turns until it was knocked out. Russian AT teams firing from doorways did hurt them a bit, though - unable to destroy them, but able to disable their guns. These turned out to be the earliest mak of StuG, with no machine-gun mounts, which meant without their hull armament they were out of the game. But then the rest of the German armor turned up.All we had at this stage to challenge them was a few SU-76s:And a few tiny T-70 light tanks with ingeniously-cut tank-rider bases:
| As an example of the exhaustive pluses-and-minuses to shooting rolls, these had negatives for one-man turrets. |
| This lovely Henschel HS129 ... |
| ...had an equally lovely target in my road-bound guns. Luckily he had to roll scatter for his line of flight and it only covered one vehicle, though it also blew up that wooden building to the left. |
| My partner, more intelligently, went off-road with the T-70s. You can also see where I positioned the 57mm, which will be relevant shortly. |
| Three T-34s with tank riders also turned up. Nice shot of the objective mansion and its courtyard. |
I also had a machine-gun crew in the top-story of the mansion, and shot up one of the German infantry units in their only visible target - a second-story ruin on the far side of the factory. They shot back, but I had better cover.
Meanwhile, the six tank-borne infantry teams were racing to reinforce the factory while my SU-76s got their butts kicked trying to challenge full-fledged Panzers. One of which turned out to be a Flammpanzer which methodically destroyed the factory while German pioneers assaulted it with demolition charges.
| Vicious combat in the factory. Red pom-poms denote structural damage to the buildings. Like vehicles, they could take progressive damage or (on a low-enough damage roll) fail entirely. |
But it remained a good test of the rules, because it was touch-and-go much of the way. Our tactics weren't that bad (except where I'd stuck my machine gun in what turned out to be a blind spot). My dice-rolling on the left was particularly bad, and with average rolls I might have taken out half the opposing panzers and evened the odds for the T-34s. Strangely, we rolled at least four 1s for hits, (good) but consistently rolled high for penetration (bad) - once I had four out of five dice with 17s and 18s!
So it still could have gone either way, and we weren't disappointed with the game at all. It was quite enjoyable, and clearly a well-tested work of love for its writer. I'd be happy to play it again - though given current events, perhaps a different period!
