Showing posts with label wargame rules. Show all posts
Showing posts with label wargame rules. Show all posts

Sunday, 14 December 2025

Mortal Gods Game - Athens v Sparta

First game of Mortal Gods, two giants face up, Athens v Sparta. The Athenians form up into a phalanx while the Spartans contemptuously flood the flanks with their lights and hold the center with hard nut companion base of hoplites (see below, a bunch of Athenian hoplites run into a bunch Spartan mixed hoplites - helots - peltasts [the 'low point' scenario meant that a full three bases of Spartan hoplites was simply "too expensive" so the Spartan experimented with his force by mixing in some lights]): 


A lesson in hubris is dished out to the Spartans as the Athenian phalanx gives them a solid bloody nose and holds strong in the center (see below, one empty slot on the Spartan companion base of hoplites tells the story): 


The Spartan left flank attack on the Athenians is stopped cold by the intervention of the Athenian Hero (see below, he bounces the base of helots then tangles with the Spartan Logos): 


The Spartan Hero and Logos rage hard at the Athenian phalanx but the combined shield wall minimises the effect (see below, one Athenian hoplite falls but the "phalanx Mortal Gods special rule" saves several others from suffering the same inglorious fate): 


Having survived the Spartan central surge, the Athenian Logs decimated the Spartan peltasts on his right and then despatched the Spartan hoplites in the center, by a succession of individual Athenian hoplite activations, which serve to exhaust, damage and break the Spartan hoplite base):  


The Athenians take the central victory trophy of the battlefield. This is too much for the remaining Spartans who shamefully scattered and departed the battlefield under the dark cloud of Thanatos. 

Comments: Nice little warband game, certainly not a big battle as it stands but innovative and perhaps expandable. I like it and I will certainly play more. I do need to paint up my own Spartans,! Doesn't everybody?

Tuesday, 31 October 2023

OK .. I really like Blucher Napoleonic Rules and here is why .. Leipzig 1813 "Big" Game (Day One) .. [Long Post]

I had the extreme pleasure of participating in Leipzig 1813 refight (weekend Saturday and Sunday affair) at Pendrakon Games in Middlesbrough. Coming off the high of a two day Napoleonic frenzy (Leipzig) I can say hand on heart that I have never (previously) seen such a huge battle, played to conclusion so, so cleanly. I think we have Sam Mustafa's Blucher rules to thank for that. They were brilliant, even in the hands of a "hard of thinking" confused.com wargamer like myself. Full credit to the game's organisers too (David Lambert being in star pole position) for choosing the right tools for the job. The attention to detail and care was clear to all in this labour of love - OrBats with coloured small dice to track strength points, colour coded to Corp and the level of organisation in the event was fantastic. Thanks must also go to Pendrakon Games for the event hosting and most convivial environment (including a wargaming shop selling fantastic pieces of 10mm kit). For the game itself, it was daunting to see so much precious 15mm Napoleonic kit on the table. Total respect to all and apologies if I have left anybody out worthy of praise for contributing to the fine day, please excuse any ignorance on my part. Note: For me I found this game awe inspiring, as I have long since vowed not to paint 15mm Napoleonic's again - tried it once but it really burned me, I did it far too slowly and could not get into a factory mode of production - you need so much kit to do it justice! So credit to those marathon figure painters! Ramblings over .. on to the game

Day One [Saturday]: Orders from Napoleon himself - "Defend the Town  at all costs, yes that Town (Gahlis, as it s on the left flank of the Northern French Table, do not lose the flank), defend it to the last man". Tactically the very Left Flank lies across the other side of the river [units there cannot support the defence of the town], so that area will be used as a delaying mechanism - trade space for time as it is of no real significance (see below, the set-up - "my" piece of land/real-estate to fight over for the next two days of wargaming, a town [called Gahlis - not even sure how to pronounce it correctly] commanding a bridge cross the river to Leipzig and a "hanging" left flank over the other side of the river (whose name I never learned). I did not defend to the river line as I had no wish to be pinned there and be destroyed by the impressive Russian and Prussian grand batteries of artillery the Allies possessed ):


My French guns and Infantry hold the Town (see below, the figures are based on big blocks rather than fiddly small pieces [you know "those" types of rules, with two man skirmishers that detach from the block] which thankfully makes them by contrast so easy to move about):  


As French Left Flank Commander I am pinning great hopes on the French artillery disordering (or rather inflicting severe casualties on the advancing enemy infantry) on the Prussian attack (see below, a mighty French Grand Battery waits to speak - the Emperor liked his guns):  


There is also solid French Infantry to the right of the town (see below, all part of the same corps, so command integrity should not be a problem): 


My Right Flank (although it is the centre of the actual French line of battle [on Table 1 - yes there were two huge tables, as Leipzig and the French Army was the filling in the middle of a huge Allied Army sandwich]) consisted of excellent regular infantry .. but I am lacking in artillery - or rather Grand Batteries (see below, I am facing a huge coalition [I spotted Swedes (Bernadotte) and Russians] of "combined arms" [Cavalry, Infantry and Grand Battery Artillery] Allied Corps - they simply have too much of everything! - Yes, as a seasoned general  I am preparing my excuses early!): 


A local Corp Level Reserve (infantry and cavalry, held on the baseline (see below, I am hoping to not need them sooner than later, but I know at om point  will need them - Blucher rules note, no they were not held in the wood as that is not allowed (for units under Reserve order - you have to be able to "see" things, this was my Reserve in a "sorting the troops out phase" - and there were a "lot of troops" on the table that day [candidate for understatement of the year]): 


Opening Rounds:
The Russians are coming, quick deploy the Reserve Cavalry (no panic in that voice whatsoever). The somewhat significantly unimportant "hanging left flank" was sentried but not really defended. It was a lure that was aimed to entice the Allies away from the strategically important Town (how important depended on the value of a playing card hidden in a sealed envelope underneath the terrain piece - a nice umpiring touch). As the Russians suddenly became interested in this piece of riverside real estate, two brigades of French cavalry were despatched .. so the French would only be now outnumbered three to one (see below, sometimes as a Napoleonic French commander you have to display a certain national "sang-froid"): 


As things were developing on the left, the Russians and Prussians were shooting .. very effectively. The massed grand battery of French artillery I had placed to much in store by became a graveyard of Imperial hopes and dreams, as it simply disappeared under a storm of counterbattery fire (see below, as the French Commander I was left wondering if I had been too brave in putting it in the front line .. infantry in the same place would have taken more time to have been bled away, a horrible form of calculation to contemplate):  


I (as in the French commander on the spot) have a cunning plan to disrupt the Russian advance on the left with a bold and daring advance of a brigade of French Cavalry. The plan was to stop them as they crossed over, if I defended the river-line I would be meat for their guns (and I had already experienced that in the town). Therefore as the first Russian cavalry brigade crossed, a French one was in position to attack it (see below, this also showed the beauty of the Blucher game system, whereas in other rule-sets there would be forty pages of carefully worded instructions [whose interpretation that nobody ever agreed upon] here we would just fight a battle without angst and fuss, but with casualties and consequences): 


The result is not good for the French! Perhaps I should have used the Blue (French) dice [4 v 1]. Despite their "wet" hooves the Russian Cavalry bested the French (causing two hits to the one on the Russians) and will cause them to retreat back. Again another shout out to the beautiful Blucher system, simplistic but sane. If you fight you lose a strength point too (regardless of if you win - so no superhuman Napoleonic Panzer Tank formations that never take a hit - nothing is free) and if you lose, you will take usually an extra hit at most (unless infantry caught out side of a square or grand batteries pummelled into kindling) but be forced to retire (see below, we are trading Russian Command Cards for time, but paying in French strength points - exchanges like that I think are the essence of the Blucher system):    


The battle on the French left Flank as see from the French Commanders perspective (see below, the French Infantry "eagerly" awaited its outcome with some trepidation): 


The French Cavalry regrouped and were sent in again but in the meantime more Russians had poured across the river. To cover this crossing the Russians opened up with [devastating] long range artillery on the far right French Cavalry unit (remember it vaguely from the last photograph?) - the "good Russian dice" meant it disappeared (Russian Heavy Artillery has a certain "zing" to it) as an effective fighting force (as in, it was removed from the table and put in the dead pile). Blucher can be cruel, but the Allies were trading vast amounts of artillery ammunition for French strength points so there is a logic to it all (see below, the French left is beginning to look a tad precarious and sparsely held): 


A close-up of the second French-Russian cavalry action (see below, yes those are Cossacks following the Russian cavalry, with infantry on the Russian far right - thankfully artillery cannot cross the river unless at a bridge, the only one being behind the French held Town): 


Sadly for the French it all ended in pretty much the same manner as the first (see below, French cavalry retiring, somewhat bruised, to the safety of some low lying hills): 


Meanwhile the French Commander had deployed his local Infantry Reserve to a position behind the Town, as there were signs of an impending [big] Allied attack (see below, there will be great need of French reinforcements and perhaps even a counterattacking force in the very near future): 


The first Prussian attack goes in at 1-to-1 odds and bounces, but it still serves to wear down the French infantry - some unlucky person has to be first in after all. It is very important not to let the attacker have 2-to-1 odds (see below, French infantry positions to the left and right of the town will move up to soak up the attention of additional Allied troops, if need be [or rather as it will be]): 


Forward line of  French Defence. The French infantry is literally bled dry, dying in place but defending the town (see below, both of the French units left and right take horrendous causalities and are retired or destroyed in the course of the "hot" action): 


The second line of French defenders recycle in but as the Prussians put in all-in Corps attack on the Town, the odds now go 2-to-1 in the "attackers" (Prussian) favour (see below, the far right French reinforcements do not get to the town in time to stop the 2-to-1 attack going in): 


The "Town" (Gahlis) Falls to the Prussians (see below, the only concern the Prussians now have is that the Prussian troops to their right, fighting outside the town, were beaten back - which leaves the town environs as a Prussian salient surrounded by very angry Frenchmen): 


The French conduct a counter-attack with that "well placed" Infantry Reserve (see below, it is imperative NOT to lose the town as it will unhinge the position of the French Right on the "southern battle board" - [yes, directly behind me, there was either 28 foot or 30 foot of battle was in play, the French were in the centre facing outward and players "back-to-back"] AND it would mean that the French would have to re-take it [always harder] the next day - as in Day Two of Leipzig which we were going to play on the Sunday): 


French honour is saved .. the Town (Gahlis) is re-taken .. done quickly before the Prussian are given time to prepare its defences (see below, as a result the Prussians are now worn-out and have little offensive firepower left in them. For the time being the town is safe and therefore by definition the French Southern Right Flank is merely only fighting enemy to their front and not their front and rear!): 


On the "Refused (some rude people would say "hanging") Left Flank" .. all is quiet, but it looks rather precarious in the longer term for the French (see below, the Allied command focus has been mainly concerned on the battle for the town, which has resulted in sluggish Russian movement [there are rather a lot of them] up to the river line - the French Commander had to activate his last local reserve [a cavalry Division] to fill out a rather pathetic looking ensemble of a defensive line - thanks to the ravaging appetite of the Russian Heavy Artillery): 


Meanwhile the Russians are crossing over the river on the French "northern board" Left Flank in considerable force (and that is somewhat of an understatement if you ask me). It is a long route over but they are considerably out numbering the French defenders. The French Left Wing Commander (as in me) is facing the cream of Mother Russian - The Tsar's Imperial Russian Guard. Thankfully by crossing the river they are leaving their Imperially Heavy Russian Guard Artillery on the other side of it and out of effective combat range (see below, the Tsar's Imperial Russian Guard is getting its bonny feet wet, included in its midst there is a certain French emigri Colonel 'A' who now sides with teh Russians, and has a point of honour to sort out with the French Left Wing Commander General de Brigade 'F' , they first met at Tilsit in 1807, leaving as friends but are now facing each other as deadly enemies in 1813 [after a small issue of unpaid Russian rent owed from 1812]): 


The Imperial Russian Guard Grenadiers are advancing in splendid form. The French can hear the terrible sound of their drums, but with it night also approaches now. Despite a few skirmishing rounds both sides bivouac - camps fires are seen coming to light around the battlefield (see below, these fine Russian fellows will see hot action tomorrow morning): 


Next - Day Two: Which will be - to "Defend the Town" against all-comers (again). As the Emperor wishes it, so it shall be! I have been promised "quality" reinforcements? I just hope it is not like that time in Russia all over again .. I don't like crossing rivers, but at least this one is not frozen.

Footnote: Aids that helped me to learn to play Blucher, plucked from the web:






The official Blucher site: 

Tuesday, 13 June 2023

Could (the old) PanzerBlitz actually be the ONE?

One from the dusty alcoves of the loft. Avalon Hill's PanzerBlitz is "as old as the hills" (my edition says published in 1970, so that at time of writing this post PanzerBlitz is 53 years old - but it still plays as a complete coherent system. PanzerBlitz stands as a potent influencer on many of the newer board games in the 2000+ era (even if it is as a marmite love-hate relationship, to stimulate a different approach than PanzerBlitz). PanzerBlitz can be seen as answering the same tactical questions still asked by newer games, even crossing into the post 1945 to the modern era. Consciously or unconsciously it has a palpable [direct or lingering trace effect] on modern game mechanisms. PanzerBlitz still has a basic intrinsic value and there is good merit in playing it. PanzerBlitz a recreational game, but one that bears more than a passing reference to tactical WWII scenarios that gives historical results. So could the "old one", be "the one"? I have a wargaming friend who would like to test this thesis out with me (see below, the iconic logo of a platoon of JagdPanthers, not good news if you are in a T-34): 


For a guide to play PanzerBlitz, take a look at the following informative videos from Legendary Tactics.

I am working my way through them.

Footnote(1): Board Game Geek reverence - https://boardgamegeek.com/boardgame/2238/panzerblitz

Footnote(2): Extension Counter Site - http://gregpanzerblitz.com/19401943_north_africa.htm

Footnote(3): Pico Armour - PanzerBlitz 3D - https://picoarmor.com/

Footnote(4): Fixing PanzerBlitz: - https://boardgamegeek.com/thread/1167422/fixing-panzerblitz

Tuesday, 13 October 2020

Blood Red Skies

 I finally gave in. With copies of the original becoming scare and my Blood Red Skies wargaming friends constantly buzzing with enthusiasm I had to jump onto the train before it left the station (see below, "my" copy of Blood Red Skies - I am now officially a BRS person): 


The classic 1940 Battle Britain dogfight starter kit, soon I believe to be replaced with version 2 Midway(?) if my sources are to be believed (see below, the unboxing): 


1/200 scale planes. Another scale I have a Spitfire in. Well they also match my Skytrex Action 1/200 .. but I cannot see a cross over (yet). Games will come but I need to do the first thing all new BRS players have to do - even before reading the rules - paint the planes

Thursday, 28 March 2019

Recon Modern Skirmish Rules (Vietnam)

Courtesy of eBay (while buying something else for another member of the family) I spotted a little known rule-set (Recon) that would pair with a speculative buy (Advanced Recon) I had bought ages ago - once upon a time in the late part of the twentieth century [aka certainly pre-2000] - from a game shop that has long since closed (see below):


Thus the wargaming circle is complete - aka  "I knew I had a reason to buy it". The US printed 'Advanced Recon' meets up with a copy of a UK licensed print copy of 'Recon' by the now defunct Platoon 20 figure manufacturers [once based in Northern Ireland]. Th extra bonus is that I have a collection of Platoon 20 Vietnam figures seeking a game (and I am pretty sure that the "Platoon 20 moulds" live on under the wing of another manufacturer). Again game-wise methinks this could be a 2020 affair but watch this space.

Thursday, 28 February 2019

The New Old Game back on the Block: Impetus (2)

Well, apparently these were five years in the making. I really enjoyed Impetus (1) but I have to confess that I did not follow in earnest (there were five extra supplements each of which tinkered with the rule system in small ways) but this dissonance may come in useful as major revisions have brought it to market as a new product (see below, no army lists but plenty of rules - its generating some excitement in my local clubs already - https://twtrb.blogspot.com/2019/02/impetus-2-like-reunion-of-old-rock-band.html#comment-form):


Therefore: It's time to bring out my 28mm Italian Wars Army for some TLC and new additions (courtesy of plenty of Perry 28mm plastic), base up my 28mm Imperial Roman Army, crack out the 28mm WOTR potential from the various Perry boxes and re-use my DBA+ collections of 15mm Greeks, Macedonians and Persians.

Reference: Impetus Forum
http://impetus.darkbb.com/

Thursday, 31 January 2019

I've Joined the Portable Napleonic Wargame Book Club ;)

As previously mentioned I have great hopes for this book [The Portable Napoleonic Wargame by Bob Cordery] in "saving" my 'Blue and Grey' ACW 20mm (1/72 in old money) plastic collection from oblivion, as well as my retro Napoleonic (Airfix and Esci et al) plastic collection being put "to some good use" (see below,  a manageable amount of figures akin to DBA quantities):


Speaking of DBA I am moving towards a new period (or rather really ancient) and new scale for me, but that's for another post ;)

Tuesday, 22 January 2019

The Blue and The Grey (and The Portable Wargame)

A long, long time ago, when I was in a far distant country (Scotland) I acquired a large collection of Revell American Civil War (ACW) figures [Union and Confederate Infantry, Cavalry and Artillery] with the intention of using them for Stars and Bars Rule Set. I then discovered Fire and Fury Brigade level ACW (15mm) and my interest waned. The hassle of re-basing for F&F and being "the wrong scale" to what other people gamed in, put me off. So they lingered unloved in many boxes in the attic. However twenty four years later "there time has come" as Bob Cordery's Napoleonic (extended to ACW, which is a hop skip and a jump away) is the key to the door. I have started base painting teh first Confederate units (see below):   


I can see these formations fitting nicely into hex grids - be it Portable Wargames or "bringing to life" old Strategy and Tactics or Avalon Hill games. All that is required is a little TLC (see below, the Confederate Grey line):


The colour palette seems pretty basic so a factory production system should be able to be set in motion (see below): 


The Vallejo Game Colour paints seem more than adequate!

Wednesday, 7 November 2018

The Portable Wargame Book WWII Eastern Front Battle (Part 4) - Re-Fight III "End Game Over-run"

Heartened by the destruction of the Panzer IV the Soviets regaled their T-34s to "super human patriotic efforts" and charge and break the German centre. Supported by artillery (it was deemed to be a fresh close combat as the PAK crews had just returned to the fray) and other units the PAK was destroyed. This left a Commander alone in the hex and the T34 mercilessly advanced, tank tracks squealing in "Cross of Iron" fashion (see below): 


We had a brief conversation regarding what to do with a solo command figure alone in close combat and we decided that it was an auto kill - alternatively it could have been roll a "6" for it to hit the T-34, but the latter auto kill seemed more fair (maybe it was getting late). The German Commander went to Valhalla (see below, the Germans are approaching their Exhaustion Limit having lost a Pz IV, a Pak 40 and a Commander - 3 towards their 4 limit, whereas the Russians despite losing three infantry and one tank - are only 4 towards their 7 limit):


The one remaining hope for the Germans was their Mountain Artillery piece, now firing over open sight could brew a T-34 but alas the T34's armour was too strong. Almost inevitably the German front ruptured; Soviet direct fire returned the complement to the German Mountain Artillery and a hit made it retreat (crew not the guns, just like the PAK). This effectively brought the German forces almost to the point of "Exhaustion" - no further movement for offensive action. However the rampant T-34s kept coming (see below, the German artillery crew can just be seen bottom left corner):


The close combat although not killing the Germans (still tenuously hanging above their exhaustion point) hurled them away from the safety of their fortifications and opened up the rearmost T-34 to perform exploitation right into "the enemies backfield" (see below):


The veteran T-34 (veteran as in "model", not as in quality of the unit, as it was painted last century in the 1990's was about to claim it's "wargaming moment") did not need to be asked twice and promptly 'overran' [again I can hear those tank tracks squealing - that remorseless metal on metal sound ] the retreating Mountain Artillery crew. Again after discussion we deemed the German crew were in no position to defend themselves (perhaps "6" to hit would the T-34 have been as appropriate - but what with?) This was sufficient to break the Germans or rather make them reach their Exhaustion Point (see below - no more offensive movement for the Germans from this point on):


With the Russian infantry moving up and two rampant T-34s in the German rear (not forgetting another positioning itself to charge from the front) it was 'game, set and match' to the Soviets. The only question now was, "Could the Germans could get anything off in good order?" or was it a complete rout. Answer: It became a rout as another German Infantry Platoon was eliminated and all the other units forced to retreat "pell-mell" off table (see below, the final position):


This certainly was a comprehensive Russian victory. The game was over in just over an hour, with plenty of time spent in interesting conversation to add to the enjoyment of the proceedings. In fact I have played much longer games of DBA, so it was a quick game for sure - with the previous "run through" and this game done in the same evening. Note: I definitely want to re-run the scenario using Step Points (SPs) instead of the "instant kill" option to see the difference it makes - I expect a prolonged resistance but a Soviet victory.

Thoughts on the rules: Noting we just played the 'basic version' from the Portable Wargames book, not the additional features from the Developing the Portable Wargame. We seemed to get "most" things right, but I think we allowed direct fire (as opposed to close assault) from adjacent hexes at certain points. The more I think about it I am more inclined to prohibit this and force the player to either stand back or go in close and dirty. I am also assuming initiating close combat is "optional in your turn" if you are adjacent to an enemy unit. Regarding weapons characteristics, both the T34 - Pz IV - Pak 40 were OK as they were evenly matched. Throw a Tiger or a JSII into the mix then I think some "relational" modifiers would be appropriate (medium gun versus heavy armour implies a six or the tank could get a saving throw). Likewise for this period of the war, infantry anti-tank weapons justify the danger in T34s or Pz IVs attempting to overrun infantry, early war that would not be teh case. Things I personally want to introduce would be (and these are borrowed from many board game other rule-sets):
  • "Pinned Status" for troops that are fired upon and go "hunkered down" [Bob has read my mind with this additional feature in the follow on book: Developing the Portable Wargame].
  • An "Over-watch" action [placed defensively on units that don't move/fire that allows them to shoot at enemy that move into LOS/range next turn].
  • Playing around with vehicle characteristics to be more historical without becoming a "rivet counter".
  • Armour (AFV) attacking infantry in the open - overrun, then moving on after a successful attack.
  • Period Adjustments - for example 1940's "tank fright", here the Panzer Leader, Squad Leader and other Avalon Hill/SPI games are fertile sources of rule inspiration.
  • Special one-off troop characteristics (Stalingrad Militia high morale for example) 
  • Soviet "Tank-Riders"
  • Ammunition shortages [probably best dealt with in a scenario briefing]
All-in-all a good rules run out and I look forward to many hours of enjoyment spent tinkering along with these rules. That's the beauty of Bob's system, he doesn't explicitly demand you 'kowtow' to him but rather get started in an interesting conversation and how it could work out. Personally I am particularly looking forward to replaying the Colonial scenario and exploring the Ancients. Bob has also published a naval variant and is currently working on a Napoleonic set.

Tuesday, 6 November 2018

The Portable Wargame Book WWII Eastern Front Battle (Part 3) - Re-Fight II "Armoured Assault"

The Soviet Commander decided to risk all in an all-out armoured attack. The four active units of T-34s pushed as far forwards as they could. Two of the T-34s halted as they ended "woods" (which stops any further movement but laid down "suppression" fire) and a third T34 aggressively chose to attempt an overrun of the PAK position (see below, the fourth T34 wisely stands off leaving "retreat room" - just in case if the advanced units attack goes badly and they have to retreat (see below, also note the German infantry platoon that has taken up an advanced position in the wood ahead of the PzIV, bottom left): 


The first 'tank-v-tank' engagement of the game started, with the T-34s coming out slightly on top, making the (Elite) German Panzer IV retreat (see below, beaten but not 'worsted'):


The central T-34 close assault was ineffectual, much to the relief of the Soviet Commander as when the odds were calculated the T-34 was in a badly  disadvantaged position (Soviets needed a 6 to hit while the Germans [in a fortification with their commander] needed 4-6 to hit). The close combat would continue but the Russians had "dodged" a bullet this turn (see below, note the "smoke" was a visual just for effect and to signify a unit had fired):


A second round of combat ensued [and in fact I think I let the Russians perform multiple "direct-fires" rather than force them to a close assault again - which seemed fair as a close assault attempt had been attempted] with the result that a "retreat" result enforced on the German PAK . True the winning the Soviet player could  not advance, but that was OK as it would have put him in yet another "disadvantageous close combat, " this time with the German MG team from a 'flank' hex. The German Commander thus elected to stay "in situ" hoping the crew would return rather than rout away with them [we ruled that without a transport the PAK could not rightly be hauled away].

Note: A brief discussion ensued to decide whether the "Commander" was just a DRM or could hold a hex himself - certainly not manning a PAK but could he "close combat"? The mutually agreed  decision being that he was a figurehead and an organiser rather than a combat element (despite what you see in teh war movies).

The Soviet player at this point was more concerned with the 'Elite' German Panzer IVH on his flank (see below, looking promising but still fraught with danger for the Soviets):


The Soviet Commander regrets at not having supporting infantry up with the tanks to take advantage of the heroic T34 and its local success.

Note: Another rule question came about regarding firing at units while in a close assault. It was decided that supporting units could fire at the defenders in advance of the attacker going in (by virtue of firing other units first). However, once in a close combat then it was deemed another matter (confusion and intermingling) and the norm would be to refrain from firing because of the danger of a "blue-on-blue". I think there may be a need for a "locked in melee" close assault marker, to denote when both sides cannot shoot into a close combat hex!

The German PAK crew recovered their composure (automatically - not needing a morale roll) and returned to their PAK (but were deemed unable to fire this turn) and the Panzer IV made a heroic but  desperate counter-attack (see below):


Choosing the rearmost T-34 as the most dangerous (being stacked with a commander and thus gaining to hit benefits) and also the most visible (the two other T-34s were in cover and one dangerously close to the re-manning PAK unit) the Pz IV's main armament barked and a T-34 erupted into a column of fire and brimstone (see below, one of Stalin's best succumbed):


The Soviets were not going to take this tank duel lying down and a fusillade of 76mm AT shots from the two remaining T-34s  with a clear LOS (the other one was back in close combat) crashed into the side of the Panzer IV. This time the Elite Panzer status could not save the Panzer IV (see below, go tell Adolf about the death of another panzer tank): 


Now there was the small matter of a PAK and the fortification line to deal with. It has to be noted at this point that despite firing in every turn both sides artillery had been quite ineffective.