After our adventure in the desert, it was time for Patch and I to return to Budapest one last time. (Well, final return to Buda; I hope to talk him into “End Station Budapest”, which takes place in the other half of the city at some point.) It’s taken far too long, but we’ve finally reached the end of this journey.
The last scenario takes place along the southern edge of the map, with the rail line from the rail station in the last two scenarios right at the edge of the map, and the Bloody Meadow just to the north. The Russians are headed for the Krisztina Kürút, and win if there’s less than one unbroken squad-equivalent within three hexes of the Krisztinaváros Parish Church at the end of five and a half turns, with a 32 CVP cap. I eventually decided I wanted the attacking Russians, largely so I could use an OT-34 flamethrower tank.
The Germans get seven and a half squads (mostly a mix of three different kinds of SS squads, but there’s non-SS as well), some mines, three hexes of wire, a roadblock, a 75mm ATG, and a Panther. They’re all at Ammo Shortage 4, suffering from food shortage, and gas shortage. They get most of the available map to set up in, and Patch made the most of it, centered on the two biggest buildings in the victory area (which had a few hexes knocked down by pre-game rubble checks).
The Russians enter on turn 1 with twelve squads (two of which are assault engineers), plus another three squads of BVR (who don’t count for the CVP cap), with good leadership (the Germans only start with two leaders—this would be important), MGs, a DC, a FT, two T34-85s and the aforementioned OT-34.
Initial rubble blocked some paths in the south, and Patch stymied a lot of potential moves by putting the roadblock in DDD8/EEE9. Worse, most of the west entry area for the Soviets is blocked by rail cars, leaving a bridge over the rail line the main legal offboard vehicle setup hex there. I eventually settled on entering one T-34/85 there, and the other two tanks on the south, with one taking up position behind the roadblock, and the other going east through many twisty alleys, all alike. Hopefully not to be eaten by a panzerfaust.
Once again, both sides get to buy reinforcements for the first few turns from a short schedule of available units. I spent the entire first turn’s lot on OBA. It comes with a 7-0 leader, and that was handy, and if I was going to use it, I needed to get it moved into position as soon as possible. He was put in charge of a couple squads meant to be the ‘second wave’ of the main attack.
The BVR entered as far north as they could on the west side, in the face of a German “?” in AAA13. I finally started moving in with the main west force, and the HS there opened fire, with my squad surviving a PTC, and then pinning to 1MC in the next hex. This left the 9-1+MMG squad to armor assault to take up positions looking down the Márvany utca.
The south didn’t go nearly so well, as the limit of the Russian entry area is a street that I wanted to get east of, and Patch had (what turned out to be) a LMG sighted right along the length of it, over the roadblock. The first probing squad ate a 1KIA, and the rest of that platoon armor assaulted into a 2MC from resid to break my 8-0 and reduce a squad to a HS of broken conscripts; at least the elite squad passed.
…And then my sniper went off, killing his 9-1 in ZZ5h1, and the LLMC reduced the 468 SS squad to a broken 237 SS HS. This also took his MMG out of action.
Things got better during AFPh, when I managed to break the HS in AAA13, since the BVR would be asking for trouble taking them on in CC. Of course, Patch pointed out I couldn’t use the tank FT from behind the roadblock, as it’s a bow-mount (I had kind of been thinking that BBB7h2 being a level up from me would do it, but no; finding a way to use the FT was a bit of a challenge with this set up…).
Situation, Russian Turn 1, showing the full board. North is to the left.
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