Patch and I continued our playthrough of Festung Budapest scenarios on Vassal with FB3 “Furor Hungaricus”, a combined Hungarian/German counterattack on Soviet positions on the outskirts of the city. We’re mostly doing these FtF, but Vassal has some nice tools for night scenarios, so we went over to Vassal for this one in June 2012.
It’s roughly the same area as the previous scenario, with another three hexes added to the east for the Hungarians to cross. For the first time, the Russians are defending, meaning that most of the lessons of how to attack this section have to be tossed out, as the advance is in the opposite direction.
I had the defending Russians, and felt entirely inadequate to the task, with visions of everyone being slaughtered in place. Patch’s comments indicated he wasn’t feeling much better….
The Russians are actually in pretty good shape, with 11 squads (mostly elite), four leaders, a 57mm AT Gun, an OT-34, as well as a few support weapons, mines and wire. However, not only do they have the normal No Move restrictions of a night defender, but they are not allowed to set up more than one MMC per hex. Per Location would have been fine, but no more than a squad per hex really kept me from establishing the concentration around the main victory area that I wanted. Meanwhile the Axis comes in in three groups: The Hungarians get 12 squads, up to half of which can set up HIP on board in building L29 and on the roof of E29 (that last option gave me lots of consternation), and the rest enter on the east (top) edge along with a Bergepanzer III (which has to be SSRed to heck for the stats—why didn’t they provide an actual counter for this?) and Flakpanzer IV. The Germans enter in the north with another six squads, while a couple Hungarian assault guns (Zrinyi IIs, one of which has its MA replaced with a MG) enter on the east or south.
Like FB2, the scenario has six victory conditions, and the Axis needs to satisfy four of them. Two them are for control of buildings C30 and E29, one for controlling hexes F32, F35, and I32 (which all have foxholes with burnt-out wrecks on top of them), one for controlling 10 of 16 building hexes inside a road loop that occupies most of the board (three hexes start under Axis control), one for killing the OT-34, and the last is for getting 25 CVP.
Our first session was slow as we struggled to remember what we’ve forgotten. Both of us had minor setup goofs (quickly fixed). The early tactical goofs went to Patch. He obviously had a nice plan for getting up close before I could do anything, and then partially spoiled it by forgetting and driving a tank into view (you can see [hear] tracked vehicles at twice the range of other units). My two units that could see it couldn’t get a starshell off, and I didn’t think to fire on it before it turned around and got back out of range, but a couple units were free of No Move.
Over on the north side, my setup area actually intersects the edge of the German entry area. I had a hidden unit in there, and he managed to walk right into him, getting revealed and bounced out to his entry hex. I fired (which removed my restrictions on using starshells) and broke the HS+PSK in that Cloak counter. Final Fire also got a 1MC on Cloak F, which turned out to be a Dummy. Then Patch revealed Cloak E as 2 squads+LMG+MMG+8-1 (a third of his north-side force), and the resulting 2MC broke my squad, but also activated my Sniper, who eliminated Cloak K.

Situation, Axis Turn 1, showing full board in play. Also note that at least one unit in E30 is a Dummy.
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