Having spent a little time away, Patch and I went back to working our way through all the Festung Budapest scenarios. This time we went with “Red Banner Days” from Journal 10, which actually happens slightly before “Siesta Time” (and the day after “Waffenbrüderschaft”).
The Germans are preparing to counterattack Russian gains in the NW of the city, when the next Russian attack goes in immediately beforehand. So the Soviets go first, attacking into a tiny Hungarian force, while a large German force is stuck under “No Move” markers for two turns (or until attacked by the Russians). The Russians win by getting 12 VPs, counted by building control, GO squads and T-34s in the area past the Hungarian defenders, with both sides having a 26 CVP cap. Patch took the Russians, and I tried to parse what the heck I was doing as I set up.
The map is between the sizes of the previous two FB scenarios we’ve played, but with the amount of forces available, a 13-hex wide playing area feels cramped. The west edge features the familiar terrain of the cogwheel RR, but the real action is well to the east, where a dense urban zone slopes down into a factory area. Oddly enough, this scenario features random rubble generation, even though the other scenarios we’ve just played did not. I had some interesting luck with the rubble, knocking down most of the D14-H14 block as well as a couple hexes of the Hungarian area, and three on the front line of the Russian set up area. There wasn’t any falling rubble, but there was some falling debris.
If I’d payed more attention to the sheer amount of firepower the Russians have (15 squads, FT, DC, 4xT-34, 4xGuns, including a 152mm ART!) I would have set the Hungarians (4 squads, LMG, leader, 9x’?’) up on the back side of the block, and tried for hide-and-seek. As it was, I tried to keep him cautious about crossing the street, and lost nearly everything in the first turn. Patch led off with a couple hexes of Smoke on the south, and then pounded the center of the line, managing to ELR and reduce a squad on a couple of MCs. The 152 broke my squad on the north corner on a CH, also placing a flame on Level 1.
In movement, the bulk of the line took one big step forward into the street. I only had one effective squad left (not counting the HS and Dummy under Smoke) in G20, and the cowered on their first shot and then broke and ELRed on a second FPF shot.
Then the FT squad ran in, and was unaffected by the Resid.
Advancing fire eliminated G20 including the Dummy there. He advanced into I21 and J21, finding only a Dummy in the latter, but blew his roll in I21 on a 4:1 attack while I stayed concealed, and out of Melee.

Full scenario area, Russian Turn 1. Yellow hexes are the VP line the Russians need to pass.
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