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054 Meat Grinder

1 1 1 1 1 1 1 1 1 1 Rating 3.25 (2 Votes)
Victory Results:
 67 %
Record a victory for ALLIES ARMY  33 %
Total plays 3 - Last reported by JVHillegas-Elting on 2022-02-18 04:32:33

In the first quarter of 1942. Soviet forces executed a series of offensives near the Moscow area against the German Rzhev salient. While the Soviet objectives were not ultimately accomplished these battles drew German attention away from reinforcing Stalingrad. The battles also caused such losses to the German forces that they were forced to abandon the salient in favor of regrouping. The loss of life in these particular battles earned this area the nickname "Meat Grinder".

 

  Soviet German
Division 1

5 Squad Bases
- 13 Regular Infantry
- 4 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew

2 T-34/76s
1 SU-122

6 Squad Bases
- 14 Regular Infantry
- 4 Elite Infantry
- 2 Officers
- 1 Machine Gun Crew
- 1 Mortar Crew

1 PaK 40 75mm AT Gun
1 Panther

1x Expert

Division 2

5 Squad Bases
- 13 Regular Infantry
- 4 Elite Infantry
- 1 Officer
- 1 Mortar Crew

2 T-34/76s
1 KV-1

1x Sabotage

6 Squad Bases
- 14 Regular Infantry
- 4 Elite Infantry
- 2 Officers
- 1 Machine Gun Crew
- 1 Mortar Crew

1 PaK 40 75mm AT Gun
1 Panther

1x AntiTank

Strategy Decks Soviet Reinforcements
Winter Tactics 1 (Shared)
Morale 1
Winter Tactics 1 (Shared)
Starting Strategy Cards 2 2
Operations Cards 043 Tank Riders
047 Katyusha Support
039 Snow Squalls (shared)
045 Elite Formations
039 Snow Squalls (shared)
Deployment Zone Division 1: Any balka hex on map 33A or any hex with a dark red border on map 37B.
Division 2: Any of the hexes on map 32A.
Any of the hexes on map 38A.
Starting Initiative Initiative Token  
Objective

At the end of round 6, the side that controls the most victory hexes wins.

The Soviets immediately win if they control the three victory hexes on maps 31A, 35A, and 38A.

At the end of round 6, the side that controls the most victory hexes wins.
Rounds 6
Actions per turn 2 2
Reinforcements - Status Phase of Round 3 (German D2):
• 3 Squad Bases
- 7 Elite Infantry
- 1 Officer
- 2 Machine Gun Crews
• 2 Panthers
Special Rules
  • All victory hexes start under German control.
  • Before each round, one player rolls a die. On a result of:
    • 1-3, the "039 Snow Squalls" card is turned facedown and is not used that round.
    • 4-6, the "039 Snow Squalls" card is turned faceup and is used normally that round.

 

Tags: German Army, Soviet Army, Complexity: Medium, Rounds, Boards, Year: 1942, Version: FFG FoB

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alecrespi's Avatar
alecrespi replied the topic: #797 9 months 2 weeks ago

You are correct: Only 2 actions per side. What I did was do a movement-&-fire action with two units during one action turn against his squad that was fatigued, firing only half firepower but hitting at a 4-5-6. On my next action turn, I assaulted with the third squad--the Expert squad--and that finished him off.
So, yes, he did underestimate the fact that I still had all those actions to do against his squad that just took the hex.
I hardly choose the assault action , but my usual opponent (Pino) uses it more often and sometimes I underestimate it too.

One of the challenges I really like about this game is figuring out how to sequence actions in the most advantageous way possible, and riding that fine line of risk that I'm either too early or too late for something.

And that makes it all the more interesting.
Personally it always leaves me with a sense of "I want to play it again"!
JVHillegas-Elting's Avatar
JVHillegas-Elting replied the topic: #796 9 months 2 weeks ago
You are correct: Only 2 actions per side. What I did was do a movement-&-fire action with two units during one action turn against his squad that was fatigued, firing only half firepower but hitting at a 4-5-6. On my next action turn, I assaulted with the third squad--the Expert squad--and that finished him off.

So, yes, he did underestimate the fact that I still had all those actions to do against his squad that just took the hex.

One of the challenges I really like about this game is figuring out how to sequence actions in the most advantageous way possible, and riding that fine line of risk that I'm either too early or too late for something.
alecrespi's Avatar
alecrespi replied the topic: #795 9 months 2 weeks ago

... used three infantry squads in sequence to attack-attack-assault ...
 
if I remember correctly there are only 2 actions per side.
Did your opponent underestimate your early actions?
JVHillegas-Elting's Avatar
JVHillegas-Elting replied the topic: #792 9 months 2 weeks ago
Last week I had the rare-these-days opportunity of playing in-person with two of my greatest friends. The friend I played with has a solid foundation of experience with this game, but among the two of us, I am the more experienced.

We played this scenario once. ScubaSeth as the Soviets, me as the Germans. I won.

The approach I found extremely helpful in this scenario during the first three rounds against all the Soviet armor was to be in an active defensive posture behind the line of buildings at the south of the intersection in the middle of the map. I made a few mistakes--including stupidly getting one of my Panther tanks knocked-out on the very first Soviet turn--but overall I did an effective job of selectively setting-up Op Fire for any vehicles that came into view or infantry that came into the buildings, while striking in force at Soviet units that crossed into my defensive perimeter.

The most illustrative example of the latter was when I used three infantry squads in sequence to attack-attack-assault a Soviet infantry squad that had taken-over the 88mm AT gun in the entrenchment hex on the east side of the map, during round 2. I couldn't afford to lose that gun at that time. With this attack, I effectively destroyed the Soviet infantry threat from the north east.

Another key thing I did during round three was send three infantry squads west to stand in the way of two T-34s and one KV-1 that were threatening from the SW. At normal range adjacent to these tanks, the squads were able to lightly damage the tanks--which is something--but even more importantly, they acted as barriers to further movement east of the tanks. If the tanks were able to continue moving east into the center of the German defenses, they would have neutralized the 88s and the game would have been over.

With the Soviet tanks coming from the west blocked by German infantry, when Germany got reinforcements at the end of round three, the following two rounds Germany was able to absorb Soviet tank attacks and methodically destroy these tanks.

If I recall correctly, ScubaSeth surrendered at the end of round five, because he realized he didn't have the units or movement points to achieve victory conditions.

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