Monday, 11 August 2025

FINALLY - A Solo Game - Even Though its Not Wednesday!

Ever since Steve J mentioned this action a few weeks back, it's been on my mind that I need to give it a try as a solo game, and tonight, I got off my lazy ar** 

As a reminder (or introduction if you did not see the original post) here is what we think we know:

THE MONSTER OF RASEINIAI

On 22 June, 1941, the German Army attacked the Soviet Union. On all fronts, Soviet units were ordered west to combat the German threat. The 2nd Tank Division of the 3rd Mechanized Corps was one of them.

Earlier that same year, each Regiment of the 2nd Tank Division had received 21 new tanks to add to its arsenal: 10 T-34's, 10 KV-1's, and a single KV-2. Within a day of departing Ionava, Lithuania, the headquarters of the 2nd Tank Division, the entire unit was wiped off the map.

On the evening of 23 June, the lone KV-2 remaining (presumably) ran out of fuel approximately 25 kilometers west of the village of Raseiniai, Lithuania. They guarded a junction in the road.

In the mid-morning of the 24th, a German supply convoy came within firing range of the KV-2. It was promptly destroyed. However, it was not before higher German command could be informed. It was soon engaged by four Pak 38 anti-tank guns of the 6th Panzer Division. They were all destroyed.

Later in the day, a 105 mm howitzer was set up down-range from the KV-2, and, after exchanging shots, was either destroyed or abandoned. Accounts of this engagement vary, with some saying it never happened at all.

Shortly after, an 88 mm FlaK 36 was placed behind the tank (slightly to its right), but was destroyed before it could cause damage.

Overnight, the tank was attacked by German engineers. Satchel charges were placed on top of the right track, breaking the link and mangling the fenders. However, the tank was not disabled.

Early in the morning of the 25th, Panzer 35(t) tanks engaged the KV-2. It curiously did not return fire, possibly because it was out of ammunition or deemd the targets too impractical to shoot at. Another 88 mm FlaK 36 was brought up, this time on the left side. Firing nearly a dozen shots, two of them penetrated, and the KV-2 appeared to cease function.

When German infantry went to investigate the tank, it was found that the crew was still alive inside. Two grenades were pushed through the 88 mm shell holes, finally killing the crew inside.

The men were buried by the side of the road with full military honors. In 1965, their remains were moved to a cemetery in Raseiniai. Their grave reads,

"To the crew of the KV-1, who were heroically killed in June 1941, near Dainiu village:

Yershove P.E., Smirnov V.A., soldier with initials Sh.N.A and three unknown soldiers"

I even managed to find a Warlord scenario loosely based on the action - don't ask me why N is pointing downwards - it was created by an American gamer, so maybe one of our American colleagues can explain that for us?! I just used the map to create a simplified version of the layout on my 29" square table.


For my version using Andrew's AS9 card driven activation rules, I decided any German AT fire needed a double 6 to cause a hit on the KV 2. The KV with its 152 mm M-10T howitzer would get the usual +3 on its dice roll. The Gerrmans had 4 "event" cards. the arrival of three PzKfw 38(t) and the deployment of a FLAK 36 88mm gun to the rear of the Russian tank. The 88 would fire as normal ie also +3. Finally, the German infantry squads could close assault the KV in the usual way ie the KV would fight the melee with a +3 on its dice roll.


The Germans had the first turn and started the game with two AT guns in position




As a reminder, in Andrews rules, any unit fired at, returns fire (a mechanism I really like, particularly for 20th/21st century combat.) The result is shown above (and below) - the red dice are, naturally, the KV! 9 is normally a hit anyway - but remember, the KV's huge gun means it adds 3 to the score - and 11 or 12 = KO for AT fire!



The second AT gun missed, but was fortunate that the Russians aim was off, too.


Turn 2 went to the Germans, the second PAK fired again....


.... and BANG!


The two infantry squads began to work their way forwards, using as much cover as possible.




Turn 6 went to the KV - the MG gunner opened up on the German infantry to the right, causing 2 hits.


Turn 7 saw the first 38t arrive. Advancing bravely (foolhardily?) straight up the road towards the Russian tank, the crew let off a round from the 37mm gun.


The wholly inadequate shell bounced harmlessly off the 75mm of rolled steel armour.


In return, the 152mm howitzer shell slammed into the lightweight German vehicle, which immediately burst into flames!


The German infantry gradually moved forwards


On turn 11, a second 38t arrived. Its crew, having witnessed the demise of their colleague's moments earlier, chose a more discreet route of entry.

On turn 12, the KV MG put another hit on the right-hand German infantry squad


Turn 13, both squads advanced out of cover, on the theory that the Russian MG could not fire at two places simultaneously!


Turns 14 and 15 fell to the KV, with the MG gunner firstly putting two more hits on the right-hand infantry unit, forcing it to fall back next turn, then putting a single hit on the left-hand unit!


Turn 17 saw the unit with 4 hits rally 1 of them off, but the left-hand unit failed to rally and also failed a skill check to cut through the barbed wire protecting the KV's position.


Turn 19 - the third 38t arrived on the battlefield, and the second took a sneaky shot at the KV from behind the cover of the grain store.


Once again, the German 37mm shell spun off harmlessly, but the KV put a hit on the 38t in return fire!


Turn 20 was a German initiative - the 38t rallied off the hit, fired again, saw the round ricochet off the solid Russian armour once more - and then the KV put a hit back on them!


Meanwhile, the infantry had used the distraction of the 38t to cut through the barbed wire and moved forward towards the flank of the Russian tank


On the Russian initiative next turn, the crew spotted the danger, and the HMG opened up, getting a hit on the German infantry


Turn 22, the Germans failed to achieve any rallies. The 38t fired but with the same dismal effect - this time, the KV also missed the panzer. The infantry moved in with satchel charges and grenades, as the KV swung its HMG around to confront the new threat. 


Result of the melee - remember, the KV adds +3 to its roll, so this caused two casualties on the attacking Germans, and they were forced back.


In the German rally phase, the left-hand German infantry succeeded in removing a hit point, but the 38t did not. Both German tanks fired at the KV, with the almost inevitable result .... scratch another panzer! Next turn, the KV fired again at the one remaining German tank, but missed, the 38t fired back but as usual, to no effect.


On turn 25, the Germans got the 88mm in position behind the KV. Adding a +3 to its roll, the German crew scored a hit on the KV! But in return fire, the KV knocked the 88mm out!


Turn 26 saw the last 38t knocked out 


The infantry came in again and this time, the melee was inconclusive


But normal service was resumed in turn 27 - although the Germans rolled well, the KV still added +3 to the roll of 9, so won the melee, pushing the Germans up to 4 hits. 


In the final turn, the Germans failed to rally and rolled a double 6 for how far they had to fall back - which seemed reasonable in the circumstances - they will just have to wait for nighttime and the engineers!

Well, that was a lot of fun and Andrew's rules seemed to handle the action well, giving a reasonable facsimile of how the action at Raseiniai panned out, according to the reports (which came from the German 6th Panzer Division, by the way - so not a case of Soviet propaganda!) Really nice to get the KV II into action - there is a question mark as to whether it was a KV I or II that made the heroic stand, but I decided to go with the latter, as it just looks better on the table!

Thanks for visiting and please let me know your thoughts on this small-scale action.

Sunday, 3 August 2025

Twice The Fun - Two 25mm Crusades Games

 A beautiful Sunday in Auckland saw five of us plus host Barry giving Barrys venerable 25mm Crusades collections a run out, using rules Barry has created based on some simplified versions of the mechanics we are all used to in Marks homegrown systems.


In game one, Barry, Paul and I took command of the Christian forces - Barry on the left. me in the centre and Paul on the right. 


We were up against Andrew, Mark and Rick, respectively


The Christian centre moves forward.


And the Muslims respond in kind. Each command was the same points level - we basically had two to three units of cavalry, some heavy and medium infantry, and some missile troops. The Muslim cavalry was all bow armed.


A view of my command from Marks perspective - the white Templer Knights were the start of Pauls command to my right.



Muslim light horse archers - Old Glory figures that I actually painted for Barry a few years ago!


The first clash - my heavy cavalry charge Marks mediums. They actually managed to win this melee, which might have been my only success in the first game!


The heavy cavalry disgraced themselves, losing to light horse archers in combat, and fleeing for shelter behind the line of dismounted knights!


The archers charged the foot knights 


Barry and Andrews elite heavy cavalry clashed.


The melee continues but as you can see, the foot knights are coming off worse!


Meanwhile, to my right, Rick had performed one of his trademark cavalry flank movements and appeared on Pauls right!


Barry charged Andrew's commander - command units fight with three dice needing a 4 5 or 6 to get a hit, the other unit only rolls 2 dice but needs a 6 to win. This combat resulted in the Christians being driven off.


A short while later and I have lost my knights and heavy cavalry, and the foot knights have been pushed back by the horse archers!


I think by this stage, the routed black heavy cavalry was the only unit Barry had left. Everything else in the picture above is Muslim!


My foot knights attacked by the mounted elite Muslim warriors!


Paul and Rick were locked in a series of inconclusive melees for several turns, but eventually, Paul won them all! A turn or two later, I literally had no units on the table and Mark had not lost anything, Barry was down to one unit against four or five remaining to Andrew, but on our right, Paul had knocked out four units of Ricks Muslim command, for no loss to his forces. However, it was definitely a win for the Muslim forces, so we stopped there for lunch.


We had lunch, Rick left for an afternoon social engagement, we swapped sides and opponents, so I took on Andrew and Paul faced off against Mark, with Paul and I now commanding Muslim forces. Barry was nonplaying umpire now we were down to five.


My force advances against Andrew - I was planning to use the three bow-armed cavalry units to my advantage. I missed a few photos here for some reason but basically, Andrew moved his cavalry forward quickly and charged, negating the advantage of having bows, and once again my heavy cavalry and elite heavy cavalry were driven from the field in the first few moves - it looked like I was going to have a repeat of my first game experience!


After losing all my best units, I had a desperate gamble, using my horse archers to fire at the armoured infantry to their left then charging said infantry with my archers - and it worked!


The heavy infantry were driven back in disarray!


Having successfully defended with his commander in game one, Andrew knew the risk - but he charged my commander anyway - of course, he managed to get a six, and my caliph departed this life and headed off in search of his 72 virgins! Meanwhile, my combined archers and medium infantry had destroyed the rest of Andrews forces!


The Templer knights to the right and the Christian commander adjacent are all that remains of Andrews command, the other units in this image are all mine.


Meanwhile, to my right, Marks superb dice rolling from game one had deserted him, and Paul was making excellent use of his horse archers to pile pain on the Christian forces!


The end is nigh for the Templers, as the Muslim archers peppered them with arrows.


The Hand of God (TM Diego Maradona 1986) points to the next Christian unit to die a horrible death!


Mark had decided discretion is the better part of valour and was withdrawing his remaining troops from the field


Don't worry Andrew, I know EXACTLY how that feels, after the first game!


So, game two ended in an even more complete victory for the forces of Islam than the first one did!

Great fun, thanks to Barry, with all the players having one win and one loss, bar Paul who won his portion of both battles, and Rick, who left early to avoid a second defeat! Hope you enjoyed the photos and report - please let me know by leaving a comment :)