Patch and I recently wrapped up our latest foray into Festung Budapest: FB11 “Boy Soldier”. Since I’d had the defenders last time, Patch took the Hungarians this time. The Hungarians are defending around the Postal Palace (last seen back in FB7) with nine squads, two 105mm ART, another four squads specifically in the Postal Palace and adjacent building, and the eponymous Hero. He gets HIP and a MMG that goes away as soon as it loses Rate, whereupon he goes berserk. While under Ammo Shortage level 3, they also get 80+mm OBA with three automatic black card draws and a field phone. The Russians have nineteen squads of varying types (including six BVR squads split between 1st line and conscripts), including two assault engineers, a FT and four T-34/85s, at least one of which must survive the scenario. The Russians are trying to take 10 ground level Locations in a line of rowhouses or in the Postal Palace and it’s adjacent building (17 possible Locations overall) in 6.5 turns.
The pre-game rubble knocked down most of the line of buildings in front of the victory areas, and four hexes of the victory rowhouses. Patch placed some extra debris to provide cover for lateral movement from the north to the rowhouses to the center of the map. He devoutly hoped that I wouldn’t do what he expected he couldn’t stop: set up to advance along the north side, which is largely what I did. The rowhouses are 10 hexes all by themselves, but they point directly away from the Russian entry area. The Postal Palace area doesn’t have enough to win with, so I decided my main thrust would start by advancing on the near end of the rowhouses, and my south flank would challenge other area directly, with hopes of getting a couple Locations in there as extra insurance.
Patch’s first shot was a ‘2’, which thankfully Cowered and left no resid, but it still killed my HS. The second shot was ’11’ for Ammo Shortage. The third shot was ‘3’ to kill a full squad. After that the dice settled down a bit, and the most that happened was a pinned squad in O19. Patch called an AR on P17, but a six-hex error put it slightly behind his lines in J14. The bad news was that the second ART turned out to be in P11, and it hit P17 for a 3MC vs my best leader and 4MC vs my FT squad. The squad broke, but the leader HoBed into a 10-2 Hero. I managed to Encircle and Pin the forward HS in N19h1, and after that eliminated his only forward outpost in CC with no trouble.

Situation, Russian Turn 1 showing the full playing area. The red hexes are the Russian entry area, and the blue lines are the limit of the Hungarian setup area. North is to the left.
↓ Read the rest of this entry…




