2 buildings
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2 buildings
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Stream
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Park
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Hill
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Key building
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2 buildings
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2 buildings
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Boulevard
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A site for fans to publish After Action Reports, stories, ideas and links using TFLs Platoon Forward
Gen Eisenhower
Saturday, December 3, 2011
Soldiers of the Rearguard or, The Social(ist) Network
Saturday, November 19, 2011
Captain Karpov Rides Again!
Hill
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Open
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River
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Wooded Hill
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Light Woods
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Heavy Woods
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Open
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Light Woods
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Crops
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Tuesday, July 12, 2011
Interlude and Paranoia
Suffering over 50% casualties in one battle is enough to take the stuffing out of any unit. So, it was not surprising when the dice told me that it would be about 3 weeks before the next engagement. That should be enough time to get the replacements in, and at least teach them which end of a rifle to point at the enemy. Once again, it was consolidation time within the company. As each platoon is now down to basically one squad each, it only made sense to group the survivors together into the new 1 Platoon, and send the replacements into 2 Platoon. That gives 1 Platoon almost a full strength TO&E, with 2 squads of 10 and one of 8. 2 Platoon now has a squad of 10 men and a squad of 7, all of which are replacements. While going through the casualty figures, I discovered that the 50mm mortars had not been completely wiped out. There was 1 soldier left alive out of the two crews, so he went into 2 Platoon. That gave the second squad 8 men. 3 Platoon has ceased to exist. Oddly enough, this might benefit the company, as the attentions of the (too few) leaders will not be as divided among the company subgroups.
Since this is September 1941, there is a definite shortage of Junior and Senior Lieutenants out there to assign to the company. So, it is time for Captain Karpov to reach into the ranks for another big man. He does just that, and comes up with Junior Sergeant Zinoviev. Zinoviev is a scholarly type, whose motivation is religion. Maybe his family wanted him to go into the priesthood, or maybe he comes from a background like Jr. Lt. Lobachevsky did. Either way, it’s not something that is going to help him go far in the Red Army. As a squad leader, he is only a Level I leader, but has a D4 ability, which is better than both of the officers he is replacing. Apparently that scholarly personality, combined with some practical experience, has taught him a little bit about handling troops. He has an even temperament, and comes from an average background, so it seems obvious that Capt. Karpov has chosen him for his ability. Surely this is a relief instead of having to deal with what he was given, as was the case with Bartov and Lobachevsky. Since he is a Junior Sergeant, Zinoviev can only influence one squad within the platoon; however, that is all you can do once the shooting starts anyway so it shouldn’t be that much of a negative.
Of course, it wouldn’t be the 1941 RKKA without the paranoia mentioned in the title. Captain Karpov might not be in disgrace, but he is surely under a cloud. It doesn’t matter that he was outnumbered, undermanned and in a bad position. What matters is that he did not carry out the combat task assigned to him. While there is no evidence (yet) that he is a traitor to the Motherland, it seems clear to the upper echelons that the reason he lost this last engagement is that there was not a Commissar to provide the men with the proper fighting spirit. So, regimental HQ has sent one of their political officers down to ‘assist the Company Commander until Comrade Vlasov returns to duty.’ Enter Regimental Commissar Klimkinov. He is a generous type, just like Vlasov. However, he is motivated by the Government, so this political officer is one of the ‘true believers.’ He is a better leader than Vlasov, being a Level II officer but that is probably expected since he is higher up the political chain of command. He has an even temperament, and comes from a military background just like Karpov does. Klimkinov probably thinks this will help him get along with Karpov, since they have something in common there. I don’t think that is the case, though.
Let’s look at things from Karpov’s view. He lost half his command in the last battle, and lost the battle. He got reinforcements, but instead of more leaders he got a commissar from regimental to ‘assist’ him. For Karpov, there is no way this could be good. The flip side of this is that if Karpov can get past his paranoia, he might realize that having a contact on the regimental staff could be a good thing, even if it is on the political end. Since Klimkinov’s assignment with the unit is a short one, it will be interesting to see if Karpov comes to this conclusion, or continues to look for the NKVD squad to show up.
The next mission will be a screening of friendly engineers while they do some roadwork. Karpov will probably see this as a slight against his unit as well. After all, a regimental commissar looking over his shoulder AND a ‘milk run’ type of mission for the company’s return to combat can only add up to one thing. The obvious conclusion is that regimental HQ doesn’t trust him or his men. Given that he is an aggressive, revenge motivated type, there is no doubt that he will drive his troops hard in the next engagement. That way, he will get his revenge against the Germans, and prove to the new commissar that he is not a traitor. October 1, 1941 (the date of the next action) should be an interesting day for all concerned.
Wednesday, June 29, 2011
…but Defeat is an Orphan
The problem with a winning streak is that eventually it will end. The next mission that I rolled up was Scenario M, “A Hasty Defense.” The dice told me that I had only hours to prepare. Obviously, this would be the German counterattack to try and retake the village. Although I had rolled up 15 replacements after the attack, I decided that they probably would not have arrived in time so I would do without. Consequently, the map is the same as before, except that this time I was the one defending.
Open | Open | Road |
Light Woods | Village (with road) | Light Woods |
Light Woods | Open | Road |
Platoons 1, 2, 3 (only 2 squads each due to losses)
Captain Karpov, Jr. Lt. Lobachevsky
2x 50mm mortars
3x MMG
2x 45mm ATG
3x T-26 (these would come in later, as reinforcements)
The game started with two German stonks that killed some infantrymen and both of the limbers for my ATGs. Then, I watched in horror as a wave of German blinds rolled onto the board. One of my ATGs spotted tanks, and drew first blood, but it was mostly downhill after that. As the spotting rolls revealed the German force, it was very clear that they wanted this village back. I was facing:
3x infantry platoons (all at full strength)
2x HQ infantry squads
3x 50mm mortars
6x Leaders
1x MMG
1x ATR
4x Pz III
3x Pz IV
2x SiG 150mm Bison/Pz I SPGs
It was a large force, and a true combined arms assault. The tanks took on the ATGs, the light mortars smoked in the village huts so that the German infantry could advance, and the 2 SPGs fired on whatever the mortars couldn’t cover. While there were some small successes in the woods on the left, within minutes the Germans were in the village and a series of close combats broke out in the huts. Lobachevsky went down, and since his squad lost the assault, they didn’t stop to see if he was dead or wounded. Captain Karpov fought off one assault, but then was isolated, with Germans on his left and right. At this point, he decided to pull what was left of his command out of the village. At this point, things were so crazy that he and his squad were close assaulted in the street by another German squad. After he fought them off, the survivors streamed out of the village closely followed by the Germans. Things were so bad that the squad Karpov was attached to was machine-gunned, leaving him as the only survivor. At this point the T-26s arrived, only to be shot down by the Panzerwaffe. Two tanks were destroyed, and the other was abandoned due to damage. The game ended with the survivors running off the board, and the Germans re-establishing themselves in the village.
Soviet casualties were almost as bad as the combat results. 1 Platoon started with 19 men, and ended with 10. 2 Platoon started with 20 and ended with 7, although 5 of the 13 casualties were actually captured. 3 Platoon started with 20 men and ended with 11. Jr. Lt. Lobachevsky is MIA, presumed dead. That makes a total of 32 casualties out of 61 men in the company, and we haven’t even discussed the supporting units yet. Both of the ATGs were wiped out, as was one of the MMGs and both of the 50mm mortars. All 3 of the T-26s were lost, although only two were destroyed. German infantry casualties were light, only about 20-25 men. They did lose two Pz-IIIs and two Pz-IVs, and both of the SPGs were damaged, but there is no way this could be considered a Soviet victory, even a minor one.
The after game events were almost as bad as the battle. For the free-form event, I tried to get the survivors to improve to Good quality, but that was a spectacular failure. Obviously, the survivors knew they had been whipped. For fixed events, I got Manpower and Player Choice. The manpower result took away one of the MMG teams. For the player’s choice I took replacements. The die roll let me bring one platoon up to six men below book strength, and another die roll indicated that would be 2 Platoon. So, 17 replacements joined the company. That will boost the company roster from 28 men to 45. Of course, the company is so badly cut up right now that even if the designated platoon had been 1 or 3, the number of replacements would have been 14 and 13, respectively.
Right now, the campaign is on hold while I follow up some other projects. I am looking forward to getting back to Captain Karpov and his men. After all, it’s only early September 1941 in this campaign so there is still lots to do. Joe Legan has also said that he will be developing the “Middle of Nowhere” asymmetrical warfare expansion sometime in the future. That will be good, as I have some US miniatures eager for a campaign against Victor Charlie!
Friday, June 24, 2011
The Opening Battles
Stalin is supposed to have said that it takes a brave man to be a coward in the Red Army. After the first three scenarios of my campaign, I would say that it takes an even braver man to be an officer in the Red Army. After three battles, my company is down to about platoon size, and only one of the original officers is left in action. Although I didn’t have my camera available for these actions, I’ll try and describe them.
The first action was a little one, to welcome Lobachevsky, the new Jr. Lt. It was a Raid scenario, which the dice decided would be a POW Snatch/Listening Post raid. The terrain was mostly open, with fields on the Soviet entry edge, and a ruined factory in the middle of the board to serve as a main objective. To make it even more interesting, I decided that this would be a night scenario. After all, even a brand new Lt. knows that you don’t try to snatch a prisoner in broad daylight. In practical terms, this meant that I never really knew what forces the Germans had arrayed against me, as I never spotted all of the German blinds. There were, however, 4 A type blinds and 2 B type blinds. The good Lieutenant had a force of two platoons, 2xMMGs for light support, and 2x82 mm mortars off board. The Soviets won the scenario by bringing back a prisoner, and inflicted 21 casualties on the Germans. However, 1st platoon took 18 casualties and 2nd platoon took three casualties, for a 1:1 exchange rate. After battle events gave me 2 replacement rolls, for a total of 16 men. Given their light losses, 2nd platoon did not get any replacements. I arbitrarily decided that the start date for this campaign would be August 1941, so the date of the first engagement was August 17. Using the time progression method from TFL’s Charlie Don’t Surf campaign rules, it would be about two weeks until my next battle.
The second action took place on September 3, 1941 and was a full-scale company attack on a German held village. This time, the terrain was moderately heavy and the board looked like this:
Open | Open | Road |
Light Woods | Village (with road) | Light Woods |
Light Woods | Open | Road |
The village only comprised about 6-7 huts, but higher command must have wanted it badly. I say this because every support roll for the Russian forces came up positive. The attacking force was:
Platoons 1,2,3 (1&2 have a 50mm mortar)
Commissar Vlasov, Sr. Lt. Bartov, Jr. Lt. Lobachevsky
4x82mm mortars for off board support
3x T-28 tanks for armor support
3xMMG for light support
1x Engineer platoon consisting of 3xSMG squads with an officer
2x 45mm ATG.
These went up against a defending German force composed of:
2x Infantry platoons,
3x leaders
3x MMG
Off-Board Artillery and an FO team
1xStG III
1x Pz III
The battle plan was tried and true 1941 RKKA. Engineers on the left in the woods, infantry and tanks spread out and making an assault across open ground to get into the village. It was truly a battle of extremes. Commissar Vlasov went down in the very first exchange of fire, and Lobachevsky led at least four successful close assaults with 3 Platoon to bring the right wing of the attack into the village itself. Bartov got his platoon to move into the village later in the attack, and the company pushed the Germans out of the village and won the scenario. In the last shot of the game however, the retreating Pz III fired into one of the buildings, got one kill, and that was Sr. Lt. Bartov. While losses among the officers were bad, the losses among the men were as severe. 1 Platoon had 11 casualties, 2 Platoon had 6, and 3 Platoon had 9 men down. The support units were hit heavily as well, with 2 T-28s and 1 MMG lost. We counted 31 German bodies, and 1 StG III killed.
Die roll results for after the battle proved to be interesting as well. One of the officers improved his skills, and a die roll determined that would be Commissar Vlasov, who was not dead but only wounded. One of the officers won notice from the Company CO, and once again the die roll determined that the lucky man would be Vlasov. Captain Karpov put him in for the Combat Service Medal, but that was turned down by battalion HQ. The company was scheduled to get 15 replacements, but events would negate that result, as I will explain later. Nevertheless, after two hard battles there were two victories, even with my poor quality troops. Clearly, On to Berlin! was our rallying cry. Unfortunately, reality was about to visit the 537th Rifle Regiment via our third battle, which I will describe in the next post.
Thursday, April 28, 2011
Greetings from the 537th Rifle Regiment!
Or, to be more accurate, the 1-Й РОТА, 1-Й БАТАЛЬОН, 537-Й СТРЕЛКОВЫХ ПОЛК. For my Platoon Forward campaign, I have decided to run an early war Red Army rifle company. Using a Red Army unit poses a rather unique set of challenges, both tactically and in the Platoon Forward context.
The biggest challenge is a lack of Big Men to get things done. Under the IABSM rules, a Soviet rifle company in 1941 only has 2 Big Men, plus a commissar. To make things worse, neither of the Big Men is the company commander. So, the company commander becomes an NPC in PF terms, and the player becomes a platoon commander similar to unmodified PF. Of course, in this case you are not in overall command. Given the dearth of leaders, Red Army officers have to be a lot more aggressive in leading assaults (and taking risks) than their western counterparts. From a storytelling point of view, there is a good thing about having so few Big Men: Fewer characters to keep track of. With that in mind, let’s take a look at the 537th’s dramatis personae.
Company Commander: Captain Karpov is the company CO, and will be considered an NPC until/unless one of the Lieutenants is KIA. He is an Aggressive personality, whose motivation is revenge. He is a level II commander (DAv) who has a Bold temperament and a Military background. From this, I take it that he is a long-term officer who wants results (the Aggressive personality) and will take defeats or slights VERY personally thanks to the Revenge motivation. He is a competent enough officer (Level II), and his father was probably an officer in the Revolution, given his military background. His background also means that he probably does not care too much for all these amateurs that have flooded his beloved RKKA.
Commissar: Politruk Vlasov is a very different man from the CO. He is a Generous personality, and his motivation is wealth. He is a level I commander (D4-2) with a Reckless temperament, and his background is that of a ranker. His generous personality makes him more popular with the men than Captain Karpov is, and his ranker background contributes to that popularity. The relationship between a company commander and his political officer would be strained at best, and Vlasov’s ranker background does not make this any easier. Vlasov’s ability and temperament means that he is not as good a military leader as he thinks he is, even if the men do like him. He is not above finding ways to line his pockets with some extra rubles if the way is legal, and so is probably not a particularly zealous Commissar.
Big Man 1: Senior Lieutenant Bartov is an Optimist whose motivation is government. He is another level I commander (D4-2) with a Reckless temperament who comes from a privileged background. Clearly, he is a happy-go-lucky type who believes that things are always getting better thanks to the Communist Party and Comrade Stalin. Sometimes, it seems that he should be the Commissar and not Vlasov. Perhaps part of the reason he is such an optimist is because his privileged background (family connections, maybe?) got him where he is today. Whatever got him his rank it clearly is not his military ability.
Big Man 2: Junior Lieutenant Lobachevsky is the newest officer in the company. He is a Conformist whose motivation is religion. He is also a level I commander (D4-2), but with an even temperament he is under no illusions about his lack of ability and his average background gives him none of the advantages or disadvantages that the other characters have. Overall, Jr. Lt. Lobachevsky is a bit of an enigma. He has learned not to stick his neck out for anything, perhaps because he lost some friends in the purges? Or maybe it is because of the religious background his parents imparted to him. No matter what, this religious bent is a side of his personality that he will NOT let show in his present assignment. Due to his conformist nature, he will do whatever it takes to carry out his orders, just so he doesn’t have to face the wrath of Captain Karpov.
I am already two games into my current campaign, but did not take any pictures. I will sum them up in another post.
Friday, April 15, 2011
Gung Ho!
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The table and entry points. |
I rolled up the board and got the outskirts of a village, a small stream, a big area of light woods and a smaller area of heavy woods. I also got an empty area so I put a stone wall in their to create a field. I placed a burning M3 on the road through the village for some flavour.
I planned to advance through the heavy woods, skirt around the field and then sneak along the river. I would try to sneak at the edge of the village and then through the light woods back to my own lines. Hopefully I would avoid detection and get the drop on any enemy troops I encountered. I decided to use both squads so one could support the other if they ran into a problem.
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1st squad on the left, Lt. Caulfield and Sgt. Sipowitz in the middle. 2nd squad on the right lack in camoflague skills! |
Staff sergeant Sipowitz, grade 3, reckless.
1:a grupp, sex man ledda av Private 1st class Dimitriou, grade 1.
2:a grupp, åtta man ledda av Corporal Dever, grade 1, brave.
I got the pre-game event Gung-ho! which means one squad got a bonus in close combat and decided that 1st squad is out for revenge. Since they have lost two men I attached Sgt Sipowitz to them, while Lt. Caulfield went with Dever and 2nd squad.
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This time I had some new, american, patriotic dice! |
Thursday, March 31, 2011
Replacements
Lt. Gary Caulfield is a Conformist motivated by Wealth. So he's a yes-sayer who doesn't stick his chin out. His temperament in combat is even (neither takes unnecessary risks nor is overly cautious) and he comes from a normal background. Unfortunately I roll low for his skill and he turns out as only a grade 1 leader. I draw the conclusion that he hasn't lead a platoon of his own before, either earning his stripes behind a desk or coasting along on another officer's merits. In any way it is not good for the platoon.
I then rolled to see if anyone from Jenkins' squad will step up while he's away. Hooray, yes indeed! Private 1st class Jeff Dimitriou shoulder's the responsibility. Since Jenkins is grade 2 Dimitriou automatically becomes grade 1, but it's better than nothing as otherwise the platoon sergeant would have had to take charge. (This roll was not a function of PF, but of the rules I play, the WW2 variant of M&B, which specifies the chance of "battle-field promotion"). His personality is Cheap and his motivation is Position just like Jenkins, which I figure is the reason he's stepping up to command the squad. In combat though he's cautious -- a bit understandable after what happened to Ingram and Jenkins!
Finally I roll for the next scenario: Patrol it is. I have to move through all nine parts of the board and if I encounter any opposition I have to drive them off, preferably without too many casualties. Unfortunately there is no support available. I also roll for a pre-combat event and gets Gung-Ho! One squad get a bonus in close combat, and I chose Jenkins old squad now led by Dimitriou. I reckon they want to give the hun a bloody nose as revenge!
So the composition of my little patrol is:
- 2nd Lieutenant Caulfield (grade I).
- Staff sergeant Sipowitz (grade III).
- 1:st squad, six men led by Private 1st class Dimitriou (grade I).
- 2:nd squad, eight men led by Corporal Dever (grade I).
I need to get some more figures based up and do some terrain building before I play the mission. Stay tuned, folks!
Monday, March 21, 2011
FUBAR!
"Don't look so alarmed, I'll lend you a .50 as cover. And you don't have to knock it out, just check if there are any germans in or around it. I suggest you go tonight, questions? Good, dismissed!"
My first mission turned out to be Point Reconaissance. I rolled on the relevant tables and got a bunker, yay! Each mission has information about what your objectives are, any opposition and so on. There are also tables for laying out your board if you don't want to decide yourself (perfect for lazy unimaginitive games like me). Unfortunately for Lt. Ingram I managed to roll three completely empty fields on the side his little force would enter the board. I added some hedges to the fields to break them up somewhat and a road between the buildings seemed logical. I also turned a light woods into an orchard as it fitted better in the area.
Platoon Forward specifies how strong the enemy forces are through a number of blinds. Each blind can either contain troops or be empty, so you don't really know where the enemy will be. Objectives tend to have troops though :-) In this case there were nine blinds: four type A (infantry), three type B (support) and two type C (vehicles). When spotted or when they wish to fire you roll on a table and see wath, if anything is there. For this scenario specified an A blind in a shell crater in the field in front of the bunker and an A blind on the hill directly behind the bunker. I then placed a B blind inside the bunker and a pair of A+B blinds in each of the built up areas on the sides. The C blinds were placed in the orchard and behind the bridge respectively. The objective is to spot at least half the blinds (so five) preferrably including the bunker.
Deciding that the game is up anyway the Browning team opens up and cuts down two of the fleeing germans. Hopefully they will draw attention away from the squad.
(Note that I'm using german markers and dice, I didn't have a US set...)
After the game I rolled for replacements and random events. Turns out that I won't be getting any replacements this time, except for a new Lieutenant. Ingram will be travelling back to england on a medical ship, who knows when he will be back? To add insult to injury Jenkins will be away resting for the next three scenarios. Punishment Jenkins calls it, but it's the captain's orders. I dice to see if anyone in Jenkins' squad steps up to replace him; and it turns out that indeed, someone does. So next time I will generate another Lieutenant to replace Ingram and Jenkins' squad won't be leaderless, just two men short.
Thursday, March 17, 2011
Big Red One

- The platoon is led by 2nd lieutenant Charles Ingram. He is liberal and motivated by wealth, from a privileged background. He turned out to be a grade III leader (on a scale of one to four). He is basically a good guy who wants to do his duty, but his family's connections got him into West Point and he is destined for a career as a lawyer after the war.
- Second in command is staff sergeant Andy Sipowitz. He is corrupt but has the motivation government, which means he believes in the system but thinks it's ok to earn an extra buck here and there. He too is a grade III leader and is reckless in combat. So he's a good leader but takes risks. I decide his parents immigrated from Poland at the beginning of the century but he is born and raised in Ney York with little feelings for his old country.
- Corporal Richard Jenkins is leading 1st squad. He is idealistic and motivated by position. He is grade II and reckless as well.. I'm starting to see why the platoon has suffered a lot of casualties, maybe he and sergeant Sipowitz are trying to outshine eachother?
- Corporal James D. Dever heads up second squad. He is haughty and motivated by religion. Only a grade I leader but bold (the Lord is his shepherd after all). He is the only leader in the platoon who recieved a negative trait which will affect his interactions with other people. I decide he's from the bible belt and has -- according to himself -- high standards and morale. He'd rather preach about his men's faults than listen to their needs and looks down upon those who cannot live up to his standards. He is not particularly liked by his men.
- Finally I rolled up the company commander since he's the person the platoon has to deal with. Captain Keith Middlebrock is generous and hedonist, which is quite an odd combination. He is also from a privileged background so I decide he's quite an adventurer and mercenary who has seen a lot of action around the world before the war and totally lives for the moment.