Wintergewitter

Recently, Ran and I played the ASL scenario Wintergewitter. It is set in December 1942 with the Russians defending a village, and having at start six squads, two half squads, two leaders, a medium machine gun, two light machine guns, and an anti-tank rifle. On game turn two, three T34-76 tanks arrive. The Germans have three squads, one half squad, two (good) leaders, a medium machine gun, and two light machine guns. But they also have four armored half-tracks and five tanks: two Panzer IV F2s, two Panzer III Js, and one Panzer IIIh.

The Russians win if, at the end of the scenario, within the village limits, they have a good order unit or a tank with its main gun still working. I was the Russians, and Ran was the Germans.

Many ASL games turn on the effectiveness of the setup. Sometimes I get it right, sometimes my setup is OK, and sometimes it is plain wrong. I have not yet mastered the art of analyzing the terrain and the situation the way experienced players can. This time, I got it wrong by trying to defend the whole village. This allowed Ran’s force to apply pressure at each point, and pick off the defenders one at a time. That was crucial. However, that wasn’t the end of the story.

So, the Germans come on and start eliminating the infantry defenders in the village. Ran uses vehicle by-pass sleaze – a very gamey but popular tactic – to freeze the defenders. One tank does this right into the hex with my anti-tank rifle. The anti-tank rifle breaks. Another infantry unit and half squad takes a low firepower shot at a hidden stack of mine. The next thing I know, my medium machine gun is out of action. Oh dear.

Ran sends his two good tanks to either side of the village, to go hull down in the wadi terrain there. That sets them up as tough targets for my tanks when they come on.

How not to set up the Russian defense in Wintergewitter

Ran slowly grinds down the defenders. My three tanks come on and swarm one German tank on the flank. One Russian tank is killed in the exchange, but I get the German defending tank and the road to the village is open.

Ran continues his grind. My two remaining tanks advance on the village, and Ran tries to bring back his other defending tank. Its main gun malfunctions and breaks and off it goes, home.

Next up, I lose one tank to a well positioned defender. My last tank must now get in to the village. Ran swarms it with his mixed bag of remaining tanks, and manages to immobilize it. Game over.

Thanks to Ran for his patience while I tried to work out – in vain – a solution to the rapidly declining fortunes of the Russian defenders.

On the dice and fate front, Ran’s sole experience was that tank gun breaking. I had the anti-tank rifle break, and also several blown sniper shots. Ran did not get a single sniper shot. I had two squads go berserk. This guaranteed their elimination as they charged into the teeth of the awesome German firepower. Heat of Battle? More like Time of Death.

I understand this is a popular tournament scenario, and can see why. It can be quite fast, and is tricky on both sides. Certainly, with a better Russian setup, it would have been more of a challenge for Ran. I still enjoyed it. ASL remains the stellar wargaming experience.

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