Friday, August 17, 2012

PARTISAN WARFARE - OPERATION FRANKFURTER 1942

This weeks big game was held Thursday.  It was a 20mm fictional anti-partisan game set in Byelorussia during 1942 played using the Rapid Fire rules.

Security battalion deploys under fire
Organising the game
The game was fought at Hugh Wilson’s house on a 12ft by 5ft table that Hugh had built for the game. I provided the scenario, some terrain pieces and the figures.   My thanks to Susanne for providing the refreshments.  There were 4 players and I umpired. Hugh Wilson and Colin Jack were the German players. Bart Zynda and Mr Ray Neal were the Soviet players. 


Partisans assault the station strongpoint - Urrah Tovarischii!

Stuka over the burning station

Link to Flickr photoset of the game with further descriptions
http://www.flickr.com/photos/bill26048/sets/72157631103154878/

Further down you will find the player briefings and OBs.

How the Game Played
The partisans deployed a brigade in each third of the table and then diced to see which piece of heavy equipment each of the brigades had.  The brigade at the east end of the table also received the 45mm AT gun and it was deployed to cover the road to the railway station held by the German railway guard company.   The Germans decided to deploy the Motorcycle battalion supported by the full Panzer kommando on the southern end of the road crossing the table. The Security battalion advanced from the north on the road to the railway station.  The Slovaks and Rona came onto the table on foot thru the woods at the southeast side of the table.  Finally their SS cavalry were placed in the first supply train to come down the railway line from the west. 

Mixed panzer kommando moves forward
The roads were treated as cross country terrain for movement - the only vehicles allowed in the woods were the partisan horse transport.  Partisans only deducted a D3 for movement thru the woods as they knew all the secret paths.

At the east end of the table the Slovaks advanced onto the table and at once met a partisan brigade HQ and a company who delivered ineffective opportunity fire.  The company was destroyed in 2 turns and the survivors of the HQ escaped towards their comrades attacking the station.  

The partisan brigade in the centre attacked the station.  Their mortar in one of its few good shots demolished the building setting it alight and then 2 companies of partisans attacked from the forest, crossed the barbed wire and assaulted the building.  They defeated the railway guard unit who fled and occupied the station. 
The Security battalion had its first truck destroyed by the AT gun and then suffered casualties from partisan Mg and rifle fire as they debussed.  They were saved by the arrival of a Stuka which attacked the partisan firing line.  They then moved on foot towards the station engaging the triumphant partisan garrison supported by the Stuka.  The supply train eventually reached the station and disgorged the hidden SS cavalrymen who on foot assaulted the station and recovered it from the Partisans.

Geramns take Kolkhoz 14 but not for long
The major German force, the MC battalion and panzers,  met some opposition as they entered the table but largely ignored it and pressed on up the road and then came under fire from Kolkhoz 14.  After a long struggle they took the farm and most of the column pressed onto towards the railway to drive to the station.  At that point the Cossack cavalry division arrived and recaptured the farm.  The Germans massed their armour against them but they  knocked out the German T34 with a well thrown petrol bomb.
T34 aflame from petrol bomb.....Mein gott!

With the recapture of the station and the partisans facing it in a weak state and their eastern most brigade dispersed by the continuing forest sweep of the Slovaks it was agreed to be a German victory.  We agreed that it was a good game that worked well - next time we need a few more special events.

Link to article on Bart's blog
http://asienieboje.blogspot.co.uk/2012/08/frankfurter-1942.html

PLAYER BRIEFING
BACKGROUND
The turning point in the development of the Soviet partisan movement came with the opening of the Vitsyebsk gate, a corridor connecting Soviet and German-occupied territories, in February 1942. The partisan units were included in overall Soviet strategical developments shortly after that, and centralized organizational and logistical support were organized, with the Gate's existence being a very important factor in assisting detachments on occupied territory.
In spring 1942, the concentration of smaller partisan units into brigades began, prompted by the experience of the first year of war.   The restructuring of the Partisan forces continued and by the summer of 1942, all the larger groups were well armed and supplied with ammunition. Their materiel included light mortars, light and heavy machine guns and some of the groups had antitank guns, a few had motor vehicles, and several operated reconnaissance cars.
The coordination, numerical build up, structural reworking and established supply lines all translated into greatly increased partisan capability.
Due to this on the 5th of June 1942 Army Group Centre launched a large-scale antipartisan operation, code-named 'Vogelsang', in the area of Bryansk, to clear the forests of Partisans and scattered Red Army units and to secure the rail lines and highways.   This game operation ‘Frankfurter’ represents a follow up action later in August that year.

GERMAN OBJECTIVES
Your objective is to eradicate the partisan bands within the area of the game.  Priority in particular should be given to the destruction of the partisan HQ and the destruction of their major supply base and any landing grounds.
During the game supply trains will still be running to schedule along the main railway line.

DEPLOYMENT
Only the railway guard coy can begin the game on the table.  They can occupy a small defended station on the railway line.
One company of troops can be placed on a supply train.
All other troops enter the table from the table edges.  Motorised units can only enter along the roads or the railway line.  Units deployed on foot can enter form any table edge. The armoured unit can be deployed by coys. 


Peaceful scene before the action over centre of the table
 GERMAN OB

MC BATTALION
HQ: 6 FIGURES SD250 CMD
COY: 8 FIGURES MC
COY: 8 FIGURES MC
COY: 8 FIGURES MC
COY: MMG, 81MM MTR, 37MM ATG, 75MM IG, 12 FIGURES, 3 TRUCKS
RECCE COY:  PANHARD AC

SECURITY POLICE BTN
HQ: 4 FIGURES    CAR
COY: 7 FIGURES TRUCK
COY: 7 FIGURES TRUCK
COY: 7 FIGURES TRUCK
RECCE COY: FAI AC

SLOVAK INFANTRY BTN
HQ: 6 FIGURES
COY: 10 FIGURES
COY: 10 FIGURES
COY: 10 FIGURES
COY: MMG, 3 FIGURES

ATTACHED UNITS
SS CAVALRY COY
8 FIGURES

OST VOLUNTEERS
10 FIGURES  TRUCK

RAILWAY GUARD COY
8 FIGURES

SONDERPANZER COMMANDO 23
HQ: PZ1 CMD
COY: 2 S35 TANKS
COY: PZ34 737(r)

AIR  SUPPORT - SPECIAL EVENT

View from west end of the table....
SOVIET OBJECTIVES
Your objective is to interdict the fascist operation of the railway line.  Priority in particular should be given to the destruction of locomotives and rolling stock.  Fascist troops and their collaborators should be killed.   Your HQ and supply base should be preserved.
During the game supply trains will still be running to schedule along the main railway line.

DEPLOYMENT
At the start of the game you have 3 partisan brigades operational.  One partisan brigade must be deployed in each third of the table.  The supply base, a landing ground suitable for the landing of gliders and light aircraft,  and the partisan HQ must be deployed in different thirds of the table.   Each partisan company contains a rail demolition team.
All other troops enter the table from the table edges or land by air.
You may have the support of the 4th Cavalry Division which has been operating behind fascist lines since the great winter offensive and also a Stavka reserve Paratroop brigade.

SOVIET OB
1ST PARTISAN BRIGADE
HQ: 5 FIGURES
COY: 7 FIGURES
COY: 7 FIGURES
COY: 7 FIGURES
COY: MMG OR ATR OR MTR, 2 OR 3 FIGURES (DICE FOR WHICH)

2ND PARTISAN BRIGADE
HQ: 5 FIGURES
COY: 7 FIGURES
COY: 7 FIGURES
COY: 7 FIGURES
COY: MMG OR ATR OR MTR, 2 OR 3 FIGURES (DICE FOR WHICH)

3RD PARTISAN BRIGADE
HQ: 5 FIGURES
COY: 7 FIGURES
COY: 7 FIGURES
COY: 7 FIGURES
COY: MMG OR ATR OR MTR, 2 OR 3 FIGURES (DICE FOR WHICH)

SUPPORT
COY: 45MM ATG, 3 CREW

SPECIAL EVENTS
4TH COSSACK CAVALRY  DIV
HQ:  5 FIGURES INCL ATR
REGT: 6 FIGURES
REGT: 6 FIGURES
REGT: 6 FIGURES
COY:  MMG, 3 FIGURES, TCHANKA

PARATROOP BRIGADE
HQ: 5 FIGURES INCL ATR
COY: 8 FIGURES
COY: 8 FIGURES

6 comments:

  1. Very interesting looking game Bill, I'm sorry I missed it. It's good to see a German force that is not all SS and massed Tigers and Panthers and both sides with unusual units, I hope I can make it the next time you run a similar game. That Von Jack character looks a nasty Kraut, obviously specially picked for the part.

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  2. I've got lots of S35's if you need them for other games, all of the painted ones I have at the mo have French markings on them but I still have quite a few more to paint up so I could do these without markings.

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  3. Bill, Germans never took the Kolhoz 14. Germans killed all HQ in the house, but I put the Cossacks in to the house instead. Dave, the game was really great!!! Thank you Bill.

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  4. Once again an interesting game - I must say i do miss gaming with you chaps - Your hospitality just showed no boundaries!

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  5. Very interesting scenario - how were victory points allocated? How did you run the Special Events - did the players get a choice about what turned up when, or did they get what the dice gave them? Can't see any Cossacks in the pictures so I presume they and the Red Paratroops never arrived? Where did you envisage them coming on the board - could the Paratroops have arrived on the LZ?

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    1. We did not have points but agreed that the game was going the German's way. I controlled the special evants as the umpire. All the axis troops entered on turn 1. The cossacks did arrive at the west end of the table and retook kolkhoz 14. The paras would have landed by glider at the LZ.

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