Fortress Europe Bat Rep LW Soviets vs Germans

By Benny Christiansen

After reading through the new LW book, Fortress Europe, I decided to challenge a friend of mine for a quick match. We decided on 71 points, and I would play the role of the Germans, while he would play the Soviets.

I decided on a list that would let me try some of the well-known things from MW and see how it would pan out in the LW era.

Grenadiers List:

  • HQ – 2 teams + PZF
  • Grenadiers platoon max size + PZF+ 2 Schrecks
  • Grenadiers platoon max size + PZF + 2 Schrecks + HMG
  • 4 HMG (R)3 Nebelwerfers
  • 2 Tigers (R)
German forces on the table

His list turned out to be with the same thoughts.

Hero Motor Rifle Battalion:

  • HQ
  • Hero Motor Rifle Company max size
  • Hero Motor Rifle Company max size
  • 3 HMG
  • 6 120mm mortars ((R)
  • 3 Hero Valentines (R)
  • 3 KV8s (R)
  • 3 SU-85s
  • 2 57mm AT guns
  • 3 BA-10
Soviet forces on the table.

We ended up playing a Fog Of War game. 6 pts. Dust Up. both players 40% in reserves. I’ve put an (R) in the list for the things we put in Reserve.

Table Setup

We decided to go heavy on terrain. We both love it, and it changes the game a lot in my perspective.

The table before deployment. German rolled to be attacker.

Nebelwerfers positioned at the airfield at the edge of town.

When we decided for reserves, he made a mistake in not putting his KV8s on the table. His Valentines were hard-pressed to do anything in this game. For 1 point more, he could have given one of them the 6pdr gun (AT10 shots), but in this version, it was three Valentines, that could do nothing really.

They have good skills for assaults, but with all the buildings available to me, none of the Valentines would be able to do much. If he wanted them to do something, he could have tried to go for my Nebelwerfers.

I opted to put the Tigers in reserves. I thought it natural to let the infantry do their work. I had lots of Anti-tank in each unit I decided, but I failed to realize how badly the Grenadiers defend against infantry attacks. He rolled to start first turn, and on we went.

Turn 1-2

He had deployed down the side of my deployment zone just outside what I call the city edge. In return, my HQ was spotting for the Nebelwerfers.

First turn range in. I’m not used to this as a Soviet/US player. I got quite confused as to how that could happen 😉

His Valentines came a bit too close to one of my infantry platoons, and I assaulted the flank of the tank, bailing it. He failed his Counter-attack roll and it died.

Panzerschrecks can take out most tanks. In this case, it bailed and then my opponents did not manage a 4+ roll.

Turn 2-3

I was too scared to run out into the open with my infantry, so I choose to stay in buildings. My Nebelwerfers were doing their work and in turn 3 (or 4 I’m not sure) it took out a lot of teams due to unlucky dice rolls from my opponents plus I managed the 4+ FP test.

My objective I choose in turn 3.
I put the objective in the middle of the city. I felt confident I could keep it there and hold it.

Turn 5+

Russian KV8s coming in, supported by the Valentines and later the infantry.
A combination of the best infantry in the game (MW for sure, LW – I think so) with the KV8s were too potent a handful for me, so I withdrew. That move cost me a lot of men.

Neither of us had any reserves in the first turn. My opponent’s reserves came in, and he chose to put in an infantry squad with the KV8s. I had never stood on the bad end of a KV8s flamethrowing turret, so I was in for a lesson.

The most significant problem for the Grenadiers is that they are easy to assault after being pinned. Flamethrowers make pinning pretty easy. Three flamethrowers with ROF 5, makes for auto pinning.

When my reserves came in, I rushed my Tigers up to my infantry, trying to protect them. I had already had to retreat from the front line of the buildings, which I then learned was a mistake. Grenadiers that are concealed + GtG are hit on 6+. It makes a big difference if 15 flame-dice are trying to make a 5+ roll. I ended up losing four teams to that lesson.

He put a “Draw them out” mission card on the center of the table, and I supported it with a “Secure Minor Objective” on top. My Tigers were Blitz-ing and Scooting around the best I could. I wanted to hide from his SU-85s while taking out his KV8s. Not as easy as it sounds. The SU-85 has quite the move and so he would quickly start to position his SUs so they could block me from moving places.

In the end, around turn 8 I think, my infantry came up and assaulted his last KV8 through a building. A Panzerfaust ended the game.

The game nearing its end. A Bailed KV8 along with his decimated Hero Motor Rifle Company and HQ at the top of the photo. My Tigers in the upper center of the picture. A KV8 behind my Tigers trying to kill my HQ.
Notice the SU at the side. It was a very interesting experience to see them stand at long range taking potshots against Tigers when possible. I recall only allowing him to shoot at me once or twice, but the way he moved them and placed them made my movements with the Tigers restricted. He had them placed so that if I moved out on the road, there would be a fair chance he would get 2 shots in the flank of one of the Tigers.

Lessons learned

I think it is safe to say that I could have played a lot better. I could also have made a better list, as could my opponent. We each had something we wanted to test, and we managed to get the test done and have a good time at the same time. We managed a quick game despite the many turns. 2½ hours all in all.

Germans:

  • 2 Tigers at 24 points, is a good bargain. They ARE still very hard to hit and kill, and they DO provide you with an incredible firebase vs tanks or inf alike. The fact that they HAVE to be fielded a minimum of 2 at the time, is not a problem with Last Stand on 2+.
  • Grenadiers are very good AT unit, but a weak anti-inf unit. I can only thank the God of Dice for making it so I repelled his assault. I’m not sure that would be the typical way an assault vs Grenadiers will end. They need the HMG support, but not in their own platoon I think. Too easy to pin with arty or flames.
Tiger vs KV8. Unfair battle.
  • Nebelwerfers are brutal weapons, but not a surgical instrument that opens up for an assault. The 4+ FP makes it too random for me. I prefer something with 3+ FP and a smaller template. The large template has advantages, I agree, but the way I play, I want an opening in his defense in specific places, not all over the place after 3-4 turns. In my experience, the 3+ FP makes a good way to remove that HMG or Gun team, that is preventing my assault. The Nebelwerfers seems clumsy but effective. Very much like Katyushas.
  • In my perspective, the Soviets T34/85 is going to be something we see in almost all lists. But the SU-85 impresses me with mobility and durability (Fearless). Also it, like the T34/85, does not suffer from the “No HE” rule and can be used to take out other things than tanks. Notice the range of 28″/70cm. I like that!

  • Flamethrowers are less likely to be used, even though they had a good effect in this game. I’m not sure that many players will make that mistake of moving their infantry unless they have to, as I did. And when you have to roll a 6 to hit anything, I guess you can find better ways to spend 15 points (like on T34/85 tanks!)
  • Hero Motor Rifle infantry still seems to be the best inf at the price. I’m still in doubt about the PTRD and HMG options for them. In this game, the separate HMG platoon did very well for the price, and I’d probably prefer to field them separately in the future in my own lists, unless something changes or if I’ve missed something.
  • I was worried that LW would be an all-out tank battle, but infantry seems to have a place here still. If it is to be as a support choice or as a formation choice, I’m still not sure. I recommend further testing!
  • Soviet spotting. It remains a problem for the Soviets that they like a lot of terrain for their infantry and tanks, but it makes their artillery challenged to say the least. The 120mm mortars only shot once, but the 3+ FP made sure that he took out a team. I like the “Trained” skill on them boys!

 

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