Alan Snider - Apr 23, 2005 7:30 pm (#9659 Total: 9673) On the Playtest Table: Adam Starkweather's "The Devil's Cauldron"; and announcing the "Northern Knights Wargaming Group" in Vancouver, Canada with a retail store of it's own at http://www.stalag17wargames.com/ GAMENIGHT, April 23rd: Terence Co finally makes his return to the gametable after a really long absence. We decide to give AP's "Defiant Russia" a playthrough. Terence takes the Russians, while I get to give the Germans a try this time out. This will be my first attempt as the German side in this game. Straight out of the gate, the Germans have very mixed success; although they manage to take Riga on turn 2. It is with Army Group North that the early success comes. The Germans are able to overwhelmingly dish out damage to the Russians all along the front, with the exception of near Odessa where the expense of replacing the Romanian troops is high. The Russians take a purely defensive strategy, choosing to take up good defensive position rather than counterattack on the first few turns. They attack between 2-3 hexes per turn for the first 3 turns. They fall behind the rivers and bog the Germans down in the marsh areas where their tanks are worth half strength. The Germans losses begin to mount about turn 4, and are only replaced 2 pts per turn for much of the game. The Germans manage to take both Minsk and Kiev by turn 4, but it is closer to the truth that the Russians simply gave up ground instead of taking losses much of the time. The German attack slowly began to grind to a halt as they left a trail of 1/2 strength units behind them. At this point, the Russians looks like they will be tough to unseat from Bryansk and Kharkov, both VP cities, as the Russian reinforcements arrive to bolster the line. Zhukov and his forces did a great counterstrike in turn 4, to splinter the German-Hungarian-Romanian troops just to the west of Odessa (which could be big trouble). The only real downside, is that the Germans have far and away destroyed more Russians to Germans lost (something like 15+ to 4 losses for the Axis). The Russians do have another big push pending during the final turn (turn 7). My guess is that at this point, the Germans have taken too much damage, and will falter in their attempt to take the VP cities required to win the contest. The Russians will get to defend at full strength, and in territory of their own choosing; as the German exploitation move become less effective in Mud-Snow turns. We will complete the final 2 turns on April 29th!! Terence liked this game so much, he walked home with his own personal copy,and Defiant Russia becomes a personal favorite of ours for simulating Operation Barbarossa in a single evening. The next game on the slate for Terence and I will be BSO Games' "Zama", which Terence will also be reviewing for Paper Wars. Alan Snider - Apr 30, 2005 11:53 am (#9701 Total: 9705) On the Playtest Table: Adam Starkweather's "The Devil's Cauldron"; and announcing the "Northern Knights Wargaming Group" in Vancouver, Canada with a retail store of it's own at http://www.stalag17wargames.com/ GAMENIGHT, April 29th: Terence Co, Craig Nynych and I decided to turn our 2 player game of "War and Peace" into a 3-player affair. Prior to this getting underway, though; Terence and I managed to finish off our game of AP's "Defiant Russia". Just to update things a bit: When we finished up last session, we'd completed 5 of 7 turns of Defiant Russia. Terence has been directing the Russian defence, while I commanded the Germans offensive. The main battle lines run from just East of Riga down near Veliki Luki, on the outside perimeter of Smolensk straight through to the eastern edge of the Pripet marshes. The Russians do hold Dneprovsk. With just 2 turns left to play through, the Russians hold an overwhelming 8-3 lead in VP's; the Germans holding just 2 VP cities and a 30-6 lead in casualties for a 3rd VP. On the 6th turn, the Germans pushed hard in the north in a last ditch attempt to take Leningrad. They did make it to the doorstep, but could not co-ordinate their assault with the Finns on this turn. just slightly south, the Russians did well to push the Germans back, which hampered the German plans to trap some Russians in a pocket. The big trouble came from Army Group Center, as they completely annihilated the Russians there, and splintered the Russian lines. On the following exploitation move, the panzers rolled into Kharkov, taking the city! Two Russian Armies found themselves overrrun and out of supply, trapped in a pocket. Guderian, himself, did not fare as well; stalling on the attack just short of Smolensk. The Russians then counterattacked to retake Kharkov, and attempt to recreate some semblance of a line. Terence did an admirable job with this, positioning himself to bolster troops near Leningrad and Kharkov. Other than this, the Russians had to hope they could hold Bryansk/Leningrad/ Kharkov to win the game. The Germans did manage to take Bryansk on turn 7, and took a run at both Leningrad and Kharkov with eyes on the victory. At Leningrad, the extra dice provided by the Finns took the Russians to the brink of defeat, but the follow-up attacks on the exploitation move were not successful. This essentially was the back breaker for the Germans, but we continued on... At Kharkov, the Germans did not do well at all, but exploitation attacks knocked the forces defending Kharkov to 1/2 strength. On their final move, the Russians took some retribution on the Finns... Then made an attempt to retake Bryansk, but failed. This ended the game with a 7-4 Russian victory. I will give credit to Terence's crafty defence, as it matched up with the mechanics of the game to make it an awful tough task for the Germans to succeed. I look forward to trying to finding the solution to this type of defence when I convince Terence to give me another shot!