Adrian Carter
Senior Member
For our next scenario we decided to play J63 Silesian Interlude, a popular scenario from Journal #3. Before logging our game ROAR indicated 138 Russian wins versus 128 German wins. Thus the scenario appeared popular and balanced. The action took place in Upper Silesia on 19 March 1945 and depicts the attacks of Hermann Göring Parachute Panzer Division against elements of the 10th Guards Tank Corps in an attempt to prevent the encirclement of the Oppeln Bulge. The German infantry were supported by 3 Panther Gs and one PzKpfw IVJ. The Russian infantry was supported by a Joseph Stalin-2 (IS-2), a 45LL AT gun, and a T34/85 as well as receiving two SU-100 as reinforcements on turn 4. This looked like a short, sharp late-war, heavy-metal action. I attacked with the Germans and my regular gaming buddy, Johan, defended with the Russians. The Germans have to take the village and exit 11 VP off the eastern edge of the map to win.
Start of Game. I decided to advance my tanks only far enough forward as to not expose the weaker side armour to possible ambush positions by the 45LL AT gun. The of the German tanks role initially through was to use their Nahverteidigungswaffen (sN) aka snoogiewoofers to provide covering smoke and advance the infantry in three platoons: one through the woods in the south armed with a Panzerschreck to flush out the Russian tank, one through the middle and one through the woods in the north of board 38. I planned pound the buildings and woods with the tanks and attack with my infantry. I also remembered to take my bog checks for the Panther that moved adjacent to the marsh in38S1. The Russians looked to try and hold the village with their infantry and provide covering fire with their tanks from protected positions. I suspected that the 45LL AT gun was somewhere in the woods in the south of board 38.
Start of turn 3. The German infantry had successfully flushed out and broken the crew of the 45LL AT gun and were pushing through strongly the woods. I was about to lose a Panther to recall because the crew had rolled a six on their repair attempt to permanently disable the main armament. Otherwise I was very satisfied with my progress. I had a toe-hold in the village and the Panther was keeping the IS-2 at bay. It was like a mini chess game. Whichever tank moved first would probably lose, but that way the IS-2 was neutralized. A leader-led MMC/dmMMG combo was about to seize the high ground on board 18 to prevent any Russian skulking games in the village.
End of game.
By the end of turn 5 the Germans had gained control of the necessary building hexes in the village and exited 12 VP of the eastern edge of board 38 in the south to earn victory. The dice gods did not favour the tank crews. Three of the remaining six tanks on the board had malfunctioned main armaments (one German and two Russian tanks). This was a fun scenario and could have gone either way depending on the DRs. Highly recommended!
- German advantages: 1st line and elite infantry, Panthers, 9-1 leader
German disadvantages: open ground, vulnerable PzKpfw IVJ - Russian advantages: IS-2, reinforcements
Russian disadvantages: inadequate infantry, 45LL AT gun
Start of Game. I decided to advance my tanks only far enough forward as to not expose the weaker side armour to possible ambush positions by the 45LL AT gun. The of the German tanks role initially through was to use their Nahverteidigungswaffen (sN) aka snoogiewoofers to provide covering smoke and advance the infantry in three platoons: one through the woods in the south armed with a Panzerschreck to flush out the Russian tank, one through the middle and one through the woods in the north of board 38. I planned pound the buildings and woods with the tanks and attack with my infantry. I also remembered to take my bog checks for the Panther that moved adjacent to the marsh in38S1. The Russians looked to try and hold the village with their infantry and provide covering fire with their tanks from protected positions. I suspected that the 45LL AT gun was somewhere in the woods in the south of board 38.
Start of turn 3. The German infantry had successfully flushed out and broken the crew of the 45LL AT gun and were pushing through strongly the woods. I was about to lose a Panther to recall because the crew had rolled a six on their repair attempt to permanently disable the main armament. Otherwise I was very satisfied with my progress. I had a toe-hold in the village and the Panther was keeping the IS-2 at bay. It was like a mini chess game. Whichever tank moved first would probably lose, but that way the IS-2 was neutralized. A leader-led MMC/dmMMG combo was about to seize the high ground on board 18 to prevent any Russian skulking games in the village.
End of game.
By the end of turn 5 the Germans had gained control of the necessary building hexes in the village and exited 12 VP of the eastern edge of board 38 in the south to earn victory. The dice gods did not favour the tank crews. Three of the remaining six tanks on the board had malfunctioned main armaments (one German and two Russian tanks). This was a fun scenario and could have gone either way depending on the DRs. Highly recommended!