Crisis Point- forces and Day One
DAY 1
The Soviet aim was clear- advance across the board, reduce enemy forces but bypass strong resistance and continue the push to Prague. The Soviet forces available were: 224 Motor Rifle Regiment
Mech battalion
2 HQs
3 companies of 6 infantry + 3 M3 half tracks
AA M14 half-track with quad .50cals
Support company of 2 82mm mortars and 1 DsHK HMG
Motor battalion
As above, but mounted in trucks
2 battalions of T44 tanks. 9 tanks + 1 HQ per battalion. The latest in Soviet armour technology and basically what you would expect a tank to look like if a T55 and a T34 had a baby.
Recce- elements of the regimental reconnaissance force- 3 M3 half tracks plus 4 Recce Support T34/85 tanks. In CWC2 these recce support forces are whatever that unit is, in this case, tanks, but with the Recce ability.
Artillery- 2 batteries of 3 152mm guns each, 1 battery of Katyusha rocket launchers
Regimental Command element - CO, FAO, FAC. There was a pool of aircraft that would be called on, depending on dice rolls. A hastily-produced Mig-15, IL-10s or Pe.2 bombers were all available.
The Soviet players were myself as guide and CO, with control of a reserve force of a battalion of heavy JS3 tanks, to be used to support as and when needed, Rob, who gamely took control of the infantry forces and did great work in the thankless task of pitting infantry against a dug-in and determined defence and Dex, who commanded the armour with the dash of a cavalry man that would have made Rokossovsky proud.
The tanks would advance on the Soviet right flank, aiming to breach the Czech hedgehogs that could be seen on the bridge and advance up the road past the farm, bypassing the villages. The infantry would slog up the worryingly-open ground on the left. The Recce screen opened the game, the half tracks racing up the road, the T44s advancing to the river, attempting to identify Hidden Units, some of which turned out to be herds of cows. Scheduled artillery seemed to do no damage. Czech responses were to call in air strikes. The Czech air force could call on a mix of resources including Mosquito fighter bombers, license - built Me.262s and some Soviet Il-2 fighter-bombers.
The tanks race to the river, they had a number of tanks equipped with dozer blades in order to deal with the anti tank defences.
In the meantime, a Soviet Mig made the first of a number of noisy but ineffective strafing runs on the Czechs.
The Soviet infantry advance, taking casualties from artillery and direct fire.
midway through the day, the infantry are slogging on, the armour is over the bridge and looking to outflank some dug in infantry.
A near Friendly Fire incident- the attack run by the Czech Me262 was a bit short. Fortunately for the Czech infantry, their trenches saved them.
End of day 1. The Soviet commander has released the JS3 battalion as the infantry are taking casualties.Thwy can be seen on the right, wending their way up the road. However their map reading and general soldierly talents were poor and they kept failing their command rolls or rolled Blunders. Perhaps the overnight break would do them some good...
The game rattled on at a decent pace on the first day. 12 turns. In CWC2 a game turn is meant to represent about 30 minutes of real time. Day 2 would carry on the assault, but in terms of game time, it would be the same day.
Fantastic 👍 Great to catch up with events on this table.
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