(Next up in the GROFAZ was a familiar face)
Scenario
J1 Urbane Gorillas
Opponent
Chad Cummins
Chadtoberfest continues
Situation
Chad’s Soviets are putting the boot to Vienna in April 1945. He is attacking with a baker’s dozen of 458s, supported by a 9-2-directed HMG, an FT, two DCs, three T-34/85s, and a pair of reinforcing IS-2ms accompanied by five 628s. I am facing this with eleven 658s (we gave the Germans the balance before dicing for sides), a Panther, a PzIVJ, and an SPW, with a 9-2 armor leader for added kicks. I also have a PSK and a medium MG along with three lights, and an Flak 18. Chad has to take two of three buildings, one a factory representing St. Stephen’s Cathedral, and two buildings on the far side of a canal, in seven turns. The unique wrinkle in this scenario is the Soviet Sniper – on attack drs of one or two it acts normally, but on a three or a four, it generates Partisans, either 127s, 7-0s, or Heroes, depending on a subsequent roll. Given the Soviet SAN of six, this promised to be a central feature of the action.
Welcome to the Monkey House
Plan
Seven turns is a loooong time in this one, as the Soviets really only need to go about twelve hexes to reach their objectives. I set up to meet them early and delay them as long as possible. I’d hold the Cathedral as long as I could but really hoped to win the game on the far side of the canal. I committed two squads and a leader to the far side, two squads to guard my left against possible reinforcement entry on the east edge, two squads to Cathedral defense, and the balance to forward positions. Both tanks were behind the wall in front of the Cathedral. The 88L was in 22W2 guarding the right-hand bridge. In a controversial move, I put the 9-2 in the Panther – always keep ‘em guessing!
Red wave on the right
Early Going
Chad put his HMG up in 23G6/L2, directed by the 9-2 as expected. Most of his forces faced my center and right. As I’d hoped, my pickets slowed his initial moves, with my 9-1-directed MMG wreaking havoc from 23D9/L2. The Russian flamethrower was covered in bloody fingerprints by the time Chad’s 8-0 pulled it out from under a corpse. My own 8-0 led two 658s to the far bank before falling to a Sniper, which topped that by then sending my SPW home. The pace was about what I wanted but the trick was falling back in good order in the face of growing pressure.
Murderer's Row
Uh-Oh!
127s! My God, so many 127s! Chad wisely put his Sniper behind my forces, where it had a huge impact. After killing my 8-0 and Recalling my Hanomag, it became a Partisan Fun Factory. He generated seven in total (plus a couple 7-0s), generally popping up in BB4 and BB6 (nearest building, woods, or sewer entrance to a random location DR) and my far-bank troops had their hands full. I broke the first to appear but it self-rallied in open ground, generating an 8-0 in the process. That was a harbinger of things to come, as my 658s spent far too much time dealing with 127s when they should have been shooting 458s.
Yet another Kickstarter I forgot I ordered
Big Moment
Despite the 127s and a swift kill of my HD PzIVJ, I felt like I was in a decent position as Chad set up for his cross-canal assault on the penultimate turn. However, my cause was undermined by a clutch sD roll by a T-34 in the 22X4 bridge entrance hex, allowing his infantry to pile through relatively unscathed. I put down loads of residual but between his armor and the smoke, I just couldn’t land a punch.
"Is it too late to talk this out?"
Endgame
Chad was nicely set up for the big crunch on the final turn. However, I had a fighting chance, with squads in 22Z1 and 22Z2 in the target building and the Panther just behind. Chad crashed an IS-2m through the window of 22Z1, but not before I laid down a ton of RFP. The second IS-2m wheeled around the back side – my Panther held fire, preferring to wait for a Final Fire shot on the Z1 AFV, but Chad killed it with Bounding Fire. Chad’s infantry moved forward through my residual but survived unscathed. I now faced blistering Advancing Fire which broke the Z1 squad. All that remained was the Z2 unit, unable to rout upstairs due to another fricking Partisan. Chad advanced in for CC to finish the job, which he did handily for a well-earned win.
One man gathers what another man spills
MVP
The T-34 crew that blew smoke in X4 deserves mention, as does the IS-2m TC that killed my Panther. However, the true star of the game was the unnamed political officer who fired up the Viennese populace, urging them to take to the streets against the hated SS. They didn’t inflict any damage on their own, but they absorbed so much attention and firepower that Chad’s main attack faced much less resistance than it would have otherwise. On the German side, my 9-1 had a good early game but sadly did not have much impact as things went down to the wire.
Annoying beyond belief
Lessons Learned
I don’t think I played the final turn as effectively as I could have – I think I should’ve at least tried to knock out the IS-2m when it entered Z1, but having failed to do so, there was no reason not to shoot at the one coming up behind. I also should’ve risked backblast on a panzerfaust shot by one of the squads – Chad had so many troops across the river it was time to take more chances, not less.
An der schönen, blauen Donau
Scenario Impressions
This card has a well-deserved reputation as a classic. Chad was reluctant at first, feeling it was too swingy, but I think it’s big enough that the dice ultimately even out. It is pro-Soviet as printed but the extra 658 squares it up nicely. The German has several options on defense, and can pull a surprise or two with the 88L if he’s feeling sassy. Being able to enter the reinforcements from either edge gives the Reds some options, and of course the Partisan generation assures every game will have a unique narrative. Overall, a ton a fun and despite having played it many times, I’m good for several more.
(Tough loss but a great game - 3-1 overall)