German LMG 1 opens fire to suppress rifle team behind fence. Manages to pin them, and one man dies in the process. Cover save is flubbed on a 1, and one man dies. Morale test is not needed for this. Two Rifle teams move up at top speed to support pinned units. Sdkfz. 233 advances and fires on the BA-10. The shot bounces off, not without rattling the crew. Morale test is ok.Germans decide to rally at the end of their turn to unpin some units. They flub the roll with a 1, decide to unpin the Pz.4, but thankfully only draw a (-1) battle counter. Soviets decide to rally. They roll a 3 to unpin their 2 units (AT Gun and Rifle Team 1). Battle counter drawn is a (-2) and their BR is now down to a 4.
Start of Turn 7
LMG 1 once again tries to suppress Rifle team 1 behind the fence, but fails both attempts. Pz.4 advances and suppresses Rifle Squad 1, using both its coaxial and hull MG’s.German Rifle Squad 3 moves at top speed next to objective. Soviet Command squad fails communication check to call in mortar fire, AT Gun pivots to get a good view of the Pz.4 but still fails to spot it through the scrub. BA-10 opens up with its coaxial MG’s to pepper the medium truck tow. It goes up in flames and the Battle counter drawn is an Ammo low! Germans swiftly decide to place the Ammo Low token on the AT Gun. (It can only be played on an infantry or deployed gun) The D6 roll on the Ammo Low table reveals it is down to its last shot!For its 2nd shots, the BA-10 opens up (aimed fire) at the LMG 3 team. Kills two of the three men. The last man fails morale and flees! Battle Counter drawn is a (-2). German BR is down to 6. Rifle Squad 3 advances and fires (Aimed) at LMG 1. Once again, two dead and the last man fails morale and flees! Battle counter drawn is Air Attack. This will be rolled for next turn.
Start of Turn 8
Air attack token is rolled for and no aircraft arrive. Germans roll up 4 orders total, Pz.4 opens fire with (Aimed) coaxial MG’s at Rifle squad 3. Kills two and morale check comes up pinned!2nd shots are (Aimed) MG’s at the pinned Rifle Squad 1 behind the fence. Kills 1 man, morale roll is flubbed on a 1 and unit flees. Battle Counter taken is Mine Strike!Mine Strike token is swiftly played on the Pz.4. A roll on the mine strike chart is a 3 which is a 5 penetration value hit to its rear armor. Penetration roll is 11, which is more than enough to brew it up. Battle counter taken is a (-5) which takes German BR down to 1!
This concludes this battle report. I might add, this battle is being played solo. While Battlegroup isn’t designed to be played solo, I can work quite well depending on what is being brought to the table. Battlegroup does a nice job of recreating the fog of war, and many unknown surprises always seem to pop up. I just try to play both sides to the best of my ability, and take in account what would be the most logical action, and what would probably be unknown to the troops on the ground. (the hidden sniper in the barn)
These battle reports are fun to put together, and takes quite a bit of time. With each new battle report I’m always tweaking layouts/graphics/styles. My goal is to make these as clear and easy to follow as possible, without getting too much in the weeds with rules. I feel it gives a good representation of the turn structure, and flow of Battlegroup. I’m always open to constructive criticism, so hit me up with any ideas/suggestions to make these battle reports better. Thanks for reading!
One thought on “Battlegroup: Clash of Reconnaissance (Turns 6-8)”
Nice battle report.
I like the captions and text additions to the photos. Nice and easy to follow. Looks like an exciting game, lots of to and fro!
Cheers,
Frank
Nice battle report.
I like the captions and text additions to the photos. Nice and easy to follow. Looks like an exciting game, lots of to and fro!
Cheers,
Frank
LikeLiked by 1 person