Wednesday, 26 April 2023

Clear the Trench, Austria Russia, 1914

Clear the Trench!

October 1914

Leutnant Heinz Schloup and his Austro-Hungarian platoon are once again in the thick of it near the village of Kapisodze, having entrenched above the ford across a river with muddy and marshy banks. 

Opposite him Russian Lieutenant, deranged Baron Vladimir, has decided on a night attack on the village; an attack undertaken without artillery preparation in the interest of achieving surprise.    

The Russians must cross the river and climb the banks in order to get to the enemy trench works.  However, the Austrians have learned of the attack and stood to.   

This scenario0 is taken from a historical action (although the defenders were German rather than Austrian.)



Russian Briefing

Young Baron Vladimir the Deranged

Heavy Maxim gun and 4 crew

Platoon Sergeant

1st Section
Ten riflemen, two with grenades. Green troops. (Die Hard)
2nd 
Section
Ten riflemen, two with grenades. Green troops. (Die Hard)
3rd Section
Ten riflemen, two with grenades. Green troops. (Die Hard)
4th Section 
Ten riflemen, two with grenades. Green troops. (Die Hard)

The Lieutenant and Maxim crew begin in the farmhouse.  The other sections and platoon Sergeant begin on the baseline behind.


Austrians
Leutnant Heinz Schloup

Feldwebel Frederich Frankfurter

Sniper "Steady" Hans.

1st Section
Eight riflemen, Experienced troops. (Marksmen)
2nd Section
Eight riflemen, Experienced troops. (Marksmen)
3rd Section
Eight riflemen, Experienced troops. (Marksmen)
4th Section
Eight riflemen, Experienced troops. (Marksmen)

One Section is in the Trench, and steady Hans is at the nearest point to the farmhouse.  The other sections are off table behind the Trench line waiting to come forward.


One player is the attacker and is tasked with  crossing the river, while the other player is  tasked with defending the river crossing

SETUP 

The Austrians are defending  the river crossing and which will be attempting  to force their way across the river. The board  should be setup with a river running down the  center of the board from the attacking player’s  right to left. The attacking player should roll  on the weather table and apply the results, this  roll can be re-rolled with a Bite the Bullet, if  so desired. A bridge should be set up crossing  the river in the center of the board. A ford  or a smaller bridge should be set up 4” away  from either the right or left side of the table;  the attacking player decides which side. The  river can only be crossed at a bridge or at the  ford. The ford cannot be crossed by armored  cars. The deployment zones are 12” to 18”  measured from the centerline of the table.    Starting with the attacking player, players  alternate placing units in their deployment  zone, until all units are deployed.

BRIDGE BREAKTHROUGH GAME LENGTH 8 Turns

VICTORY CONDITIONS The attacking player is trying to get their  troops across the river, while the defender is  trying to stop the crossing. If at the end of any  turn the attacking player has at least 2 core  unengaged and not shaken units completely  across the river, the attacking player wins. If  the attacking player has not achieved this by  the end of turn 8 the defending player wins.

Bidding.  I roll two d6 off.  The Rissians smash it.

Vladimir and his HMG team go down hidden

The Russians use the initiative to surge for the bridge.

Whilst the platoon sergeant leads a group into the right of the trench line.

The Austrians advance to get their groups forwards.

The Austrians on the firing step shoot at the advancing Russians, but are countered by that HMG.

Baron Vlad gets a group into the left of the French line, but is caught by the wire.  The losses are huge.

Even boring the bullet the Russians lose the group, and Vlad is killed.

Of course for my games Glad will survive and crawl back to the Russian lines... Somehow.

A good game of Blood and Valour, really enjoyable.


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