Thursday, 7 May 2026

WW2 Russian Front Game AAR

Another play through of Steve's WW2 rules, this time its a four hander with Steve and Chris Flowers commanding two battalions of Germans with supports against Chris Charlton and I with two battalions of infantry, two battalions (6) T34's and 2 companies of tanks riders.


Whilst the Russians had a clear edge the terrain was deliberately a massive handicap, the narrow canals blocked all vehicle movement forcing the tanks to attack through a 3 inch gap covered by German guns both slowing us down and bunching us for the guns of the defenders. To add to our woes the Town had buildings within a few inches of the road narrowing so no chance of the Tanks moving forward until the edge of the town was first taken by infantry. The sort of thing you need to work through with any play testing I guess.

The tanks enter first and whilst there is plenty of movement we decide to get them into positions to provide covering fire rather than blast on alone.

The foot push on as far as they can, our plan is to concentrate on the front buildings of the town so we can then get the tanks forward and bounce on from there. But its a move to cross the waterways slowing us down and bunching us up for the German HE.

Almost immediately we are targeted by Steve's artillery, the blast radius gives him a decent chance of inflicting some challenging casualties.

He scores 4 casualties but as we save on 5's and I roll double six and a five I only take the one casualty, phew!
Next card out is the German infantry who remain hiding in their trenches and drop mortars on our foot, the blast radius hits two companies so I will need to roll for each one.
The Russian artillery spotter gets to the front of some woods where he can call in fire, unfortunately he and the artillery are not that effective.
The second German mortar as a 120mm and inflicts more casualties on the poor old Russian foot.
Finally my first company is close enough to close assault the first house.
Its a tussle but the Germans are pushed out with just the MG remaining and pulling back further into the village.
Chris opens up on the Russian company advancing on his front house, two hits but I manage a double 6 to save both and can now think about returnign fire.
The rest of the Russian tanks are on now as the first buildings are taken and we can think about pushing on.
My infantry and mortars with a couple of tank guns concentrate on the German company in these front house and soon enough its emptied for us to occupy.
Progress but in return my Infantry battalion are taking a real kicking with the front company down to just 5.
On the upside the Tanks are now advancing into the Town so the Infantry have some support.
One of my T34 's takes a hit from the 88 but a double six saving throw sees me survive. Phew!
The tanks now start to push into the town and Chris's infantry are across the canals and starting to pinch in on the town to support me,
At this point the pack 40 dug in on the far side of town joins the fray forcing us to consider our approach with the T34's.
The 88mm also opens up on the tanks as they cross into town but fortunately fails to do significant damage.
In response our artillery drops a barrage onto the 88 as the buildings either side are in the blast radius they also tests for casualties. First we roll for effectiveness and as the Russians are always a minus one we get in-effective and fail to inflict any casualties.
With tanks in support and infantry almost in position its time to start pushing forward into the town.
Chris has massed his infantry outside the next building that has a company of Germans, with the mortar, MG and two companies its better go for firepower than storm it, the Germans are decimated and forced out the back of the town.
I push onto the next house on the other side supported by a tank, unfortunately the infantry fail their morale to go in and we are left with the odd chance of a tank assaulting a building with no support. It fails but it does drive off the MG team that had earlier retreated there.
4 out of 5 buildings taken, the PAK40 is causing damage to the tanks but not enough, meanwhile we need 11 or better on 2 D6 to even hit it so are doing no damage at all in return.
The last building turns out to be empty and we call it there as the main town has been taken.
Another really fun game. Chris Flowers had it tough, but with any more Germans it would have been impossible for the Russians so the balance just about right.

We find out at the end that the Germans had 2 Stugs in reserve but the card was never played, we would have made no progress at all if they had, the thing with new rules is, its not always clear where balance actually lies.

A Russian victory declared although we felt we had been given a real kicking by the Germans.

As ever Steve's figures and terrain are sublime. Thanks for the game fellas.