Scenario detailsThe following apply to the attacker
- There are 4 Jump off points (numbered 1-4).
- Teams are assigned a turn to arrive, max 4 per turn
- Dice for each team: 1-4 they arrive at that JOP and 5,6 they are delayed until a future wave
- Troops may not be attacked the turn they land
- All teams are on overwatch until they fire or are attacked
The Russians deployed with a platoon in the village, 2 sections plus 2 maxims guarding the radio transmitter and a section plus 2 light mortars in a near by pumping station.
|The transmitter sitting on a hill with a JOP in the foreground|
|View of the hill from the village|
|The defenders dug-in around the transmitter|
|The village on high alert|
|The pumping station|
As dawn broke over the Russian positions a low drone overhead heralded the arrival of the German para's first waves of troops drifting silently from a cloudless sky. Most of the Germans ended-up landing to the north east or north west of the radio station. The former coming-down close to the village and the Russians defending there.
|Germans creep into the stream bed|
|Germans to the south - soon they would be under heavy mortar fire|
The Germans moved swiftly into a convenient stream bed and began a gloaters-style action as they poured fire into both the radio transmitter and the village.
|German main position in the stream bed|
|The defenders are thinned put by German MG fire|
|Germans ready to move off|
This had the desired effect of weakening the transmitters defenders and pinning the bulk of the Russians in the village. This allowed the Germans to manoeuvre troops into the woods near the transmitter and launch a series of assaults into the defenders. The Germans landing to the south through fared badly as they were decimated by accurate mortar fire from the pumping station.
|The first assault goes in|
|Follow-up attacks rout the defenders|
With the position desperate, the Russians in the village staged an attack of their own, but it was too late to prevent the destruction of the transmitter.
|A morale boosting Russian assault|
|The transmitter falls|
These types of games are tough to balance and its easy to write something where the attackers have no realistic chance to win. So I perhaps over compensated here by making the Russians RAW troops. This meant they were easy prey to the Germans fire even when dug-in. So that would be something to fix in a future scenario.
Also we found the Germans were not terribly inconvenienced by the jump itself so perhaps a higher chance of troops being late or landing off-table next time?