Last weekend we proudly reinaugurated my party cellar, which I made accessable again after years of nonuse and decay (thanks to my parents for doing nothing with it over the last 10 years!).
So, we finally got to play our first round of Alex' lovechild: Modern MicroArmour.
Set during the early 1980s and the Cold War gone hot, the Soviets and NATO forces clash in Germany. While fighting in the famous Fulda Gap is fierce and sagging (luckily, as we live in Wiesbaden^^), the Soviet High Command has decided to try a push through the northern part of Hesse to outflank the US forces near Fulda. Therefore they need to force a crucial river crossing near the town of Bad Hersfeld, which is defended by the 3rd German Corps.
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The virgin battlefield viewed from the south along the river, a village indicated in the foreground . |
So, a Soviet tank regiment with supporting infantry and other assets rolls ahead to crush the defense of the German Bundeswehr. It comprises one battalion T-64s, one battalion T-72s and one motorized infantry battalion in BMPs, including 3 artillery batteries, 2 BRDM scouts and AA support. This was divided into three equally stron battlegroups: 'Lenin', 'Trotzki' and 'Zhukov'.
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Soviet battlegroup 'Zhukov' is heading towards the river village |
The Germans formed in two battlegroups, equipped with Leopard 1 battle tanks, Marder IFVs and M113s, plus 2 Gepard AAs and one M109 battery.
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German battlegroup readies its counter-thrust |
The river had two vital crossings, one of them in the village, and three points may or may not be fordable, which the scouts had to discover (as we later discovered there were none!). The Germans needed to defend the crossings and prevent the Reds from pushing further into Germany at all costs. Therefore they positioned themselves in the woods opposing the open bridge, watching the Russian advance.
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Bundeswehr in the woods |
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Soviet advance towards the bridge |
My Soviets quickly realised, that the central hill gave them huge advantage for spotting targets and dominating the fields of fire. In Modern MircoArmour you usually can not see as far as your guns might shoot. Range of vision is limited to 20", while the hill increased it to 30".
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They'll be coming from the mountains, when they come... |
Meanwhile, both forces entered the river village,where fierce street fighting with heavy losses raged on for the remainder of the battle.
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A day in Town |
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The slaughter after heavy artillery bombardment and fighting |
Battlegroup was forcing the German strongpoint at the open bridge, scoring some hits onthe hiding Leopards, but also suffering some losses. Their hopes lay with an outflanking maneuver of the infantry company waiting for the scouts to discover the ford (in vain!).
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T-72s cutting down cats in the woods. |
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More German woodcutters form up |
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Heavy losses and bombardment on both sides |
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Infantry in BMPs wating to be disappointed |
We also had some airstrikes, but no models. Two anecdotes:
1. A F-14 Phantom got shot into pieces by a Shilka and Gaskin before dropping its load
2. The unhindered MIG-23 pilot over the village (due to the loss of a German Gepard AA) bombarded the wreck of a M113 two times(!) with not much effect. Don't drink vodka when flying into battle, comrade!
Time was running out, so we could not play to an end. The Soviets had achieved more hits on the Germans, which might have been crucial later on, but ended the evening still on the wrong side of the river.
As a conclusion, Modern MicroArmour played very intuitivly and felt really approriate to simulate regimental level warfare. The author had a slight bureaucratic tendency with firing been resolved by 'combat differentials' and large tables to check on. But after a few games, this might get easier, as with Warhammer and other similar games.
It is also a nice system for people with limited space to store models, as everythin on the table was in 6mm. Far to fiddly for my personal painting skills, but the grade of details and paint job on these 6mm tanks is truly amazing!