September was rough. I refereed 36 soccer matches in 5 states and 12 cities. I was a soccer referee from Thursday to Sunday every week. I have two more weeks of intense officiating.
This week, starting Thursday, I referee two matches two hours away. (4 total drive hours). Then I drive six hours for a single game (10 total hours). I drive four hours for another game (14 total drive hours). I’ll drive two and a half hours for the final match. (16.5 total drive hours) followed by a three-and-a-half-hour drive home. (20 total drive hours)
I will referee from the time I get to each site until the time I leave, a total of sixteen hours. Over the weekend, I will work 36 hours, sleep in hotels, and recover for the next day. I should clear about $2,500 for the weekend making everything ok.
This means I have been unable to play games or hobbies to my usual extent. I did accomplish a ton of things, though.
A. Used Warlord Army Builder to create every list to complete the Stalingrad campaign. Their army builder is switching to 3rd edition, and I want to game in 2nd.
B. Completed a game of DBMM (battle report to follow)
C. Painted the Following Models (70 total)
Soviet airborne (Happy with)
Base German green brown vallejo primer Zen idf Israeli desert sand vallejo primer Wash earth shade Hats contrast skeleton horde Guns contrast black. Drybrush silver Base Vallejo russian mud Terrain static grass landscape series Yellow flowers
Soviet Guard Squad (Not happy with)
Base german panzer grey primer Zen nato green primer Sponge on vallejo model air dark brown Wash camoshade Vallejo diorama European thick mud Terrain static grass green Autumn leaves
Soviet Infantry Base (medium happy with how they turned out) Base German red brown primer Zen russian green primer Wash camo shade Dry brush model air gunship green Vallejo diorama European thick mud Terrain static grass green Yellow flowers
German Infantry Squad (very happy) Base black primer Zen grey primer Base vallejo German field grey Drybrush light grey Vallejo thick mud russian mud Tan static grass Army painter swamp tufts
I also camo airbrushed a German Tank. It was my first attempt at doing something like this and I wasn’t super happy with it. My color ended more red than brown as intended. (also why I didn’t bother with the pilot or paiting the tracks or any detail work)
Another battle in the books. Overall, I was impressed by how much closer this one came out. If the Contemptor for the defending Word Bearers does not roll five consecutive failed saves to become destroyed. I actually think the Word Bearers could have pulled it out. Instead, the Ravenguard cruised to victory but with heavy losses. The scenario played much more evenly than in the Bolt Action version. An additional 500 points to the Word Bearers would have balanced the scenario perfectly. I have another lopsided scenario coming in the next couple of weeks, which will be interesting.
Battle Rules
This is another river crossing scenario. This time, the defenders are dug in and prepared for the enemy. However, the enemy has numerical and technological superiority. One thing that Horus Heresey plays much better at than Bolt Action is the addition of flying units.
The Ravenguard are attempting to cross into the city. The Word Bearers are holding. Teams get 1 VP for each unit destroyed and 1 VP for each unit on the Word Bearer side of the river.
Army Lists
Word Bearers
1250
Legion Cataphractii Praetor
135
Contemptor Talon w/ Graivtron Gun and Melta
195
Mhara Gal Dreadnought
240
Terminator Cataphractii (6)
210
Despoiler Squad
100
Despoiler Squad
100
Legion Avenger Strike Fighter
150
Predator
120
Predators are the best tanks. The Strike Fighter punched well above its weight. The despoilers were used to fall back and shoot. The Mhara Gal was useless.
Ravenguard
2500
Strike Captain Alvarex Maun/ Command and Drop Pod
260
2x Contemptor Dreadnought with Graviton Gun
400
Destroyer Assault Squad
250
Rapier Battery
65
Assault Squad
145
Assault Squad
145
Tactical Squad
100
Dark Furies
150
Javelin Squadron x3
270
Fire Raptor Gunship
315
Basilisk Squadron
200
Vindicator Squadron x2
245
I was delighted with the Rapier Battery. The Dark Furies did work to remove the dreadnought, but the Fire Raptor didn’t do much. Vindicators shouldn’t have been brought based on their range; I don’t think I even fired with them.
Set-Up
We are on a 4×4 Table with an impassible river directly down the middle. There are heavy woods on the Ravenguard side with some hills. There are hills and some fortifications on the Word Bearer’s side.
Deployment
Not much to report. The Furies, Assault Squads, Destroyer Squads, and Strike Captain are all in deep strike. The flying bases indicate the flying machines. I knock them over too often.
Turn 1
Turn one involved a lot of shooting. I gave the Word Bearers the first turn. I didn’t think there was actually going to be a game. I thought the defenders would get wiped off the table right away. The Strike fighter gets solid hits all game long on the Raven Guard heavy units.
Turn 2
More shooting; a Javelin was destroyed, and a couple wounds to a Contemptor from the Rapier battery. Cover saves doing work here.
Turn 3
The Ravenguard strike. The entire deep strike force hit hard. Many casualties. The despoilers on the bottom left were destroyed, as was the contemptor. The Dark Furies did not miss a hit or a wound, which was ridiculous. Then, the Contempor missed most of the saves. It, of course, took down many furies with it. Enormous casualties on the Ravenguard.
Turn 4
I thought the bearers would pull it off at this point. Multiple Javelins down, the terminators were unkillable. Then, the Rapier destroyed the Mhara Gal, allowing free reign to kill the Predator.
Turn 5
The Raven’s slayed the enemy warlord with the multiple assault squads and the command squad on the Word Bearer side of the river. The Ravenguard took the minor victory at 9 VPs to the Word Bearers 7 VPs. Honestly, if the Rapier does not take down the Mhara Gal. I think the Word Bearers pull this one off. The Mhara Gal would have destroyed another Ravenguard Unit and saved their Praetor, which gives +3 to the Bearers and -3 to the guard. Plus, I think the Predator tank lives.
Below is a glimpse at the next engagement, Stalingrad 3. The table is ready. I need to paint about 30 units.
My second scenario, Dawn Crossing, was a complete disaster for the Soviets. The first scenario was a near run, and the last throw of the dice was a thrilling encounter. The second was over by turn three. Turn one, I thought the Soviets would do well despite being outgunned 2:1. 60% of German boats were destroyed. Turn two saw tremendous luck, where basically every German artillery unit that could hit did hit. Destroying or pinning essentially every Soviet Unit.
I didn’t particularly like this scenario. The openness on the Soviet side of the board meant there was very little maneuver, and it was just sit and shoot, in this case, get shot. I thought there was a little more depth that could have been added as far as reinforcements.
Final score, six Soviet Units were Destroyed, and 3 Units on the bank for 9 VPs for the Germans. The Soviets had 3 VP.
The Rules Basics
On a 4×4 table, the Germans are attempting to cross a 9″ river. Every unit on the Soviet side of the river gains 1 VP; additionally, every destroyed earns them 1 VP. The Germans get twice as many points as the Soviets. The Soviets should have between 500 and 700. The Soviets could begin the battle dug in and in heavy cover. Germans may start with a preparatory bombardment.
The Germans deployed first. I wanted all my units to hit the river immediately and force the Soviets to divide their fire. I did use the preparatory bombardment to try and pin some of their Veteran. I wanted to use the mortar, howitzer, and tank to soften their center.
For the Soviets I placed machine guns covering the most dangerous rafts, I used my veteran unit with two LMGs to cover a third boat. I put my two regular units farther back to cover where the Germans might penetrate. I wanted my militia squad to hold their side well. I placed the AT gun where it could cover the opposing tank as it hit the wooded area.
Turn One
The prep bombardment didn’t go well. All the German artillery strikes were misses. The veterans and two machine guns were able to destroy both boats and a raft, leaving only two rafts left. This stranded the German MMGs on the opposing bank. The Soviets inflicted solid casualties.
Turn Two
How quickly a game can turn on a few dice rolls. The German artillery observer did work on the center. The Mortar Hit, the tank approached the tree line, giving the Germans four machine guns to inflict damage and pin markers on the Soviets. Both Veterans could land on the Soviet side of the bank and survive. The other units provided cover fire, pinning most of the Soviets, who took heavy casualties. The reserves tried to move forward and were quickly gunned down as they couldn’t make it to heavy cover.
Turn Three
At this point, the game was basically over. The Germans were inflicting tons of casualties and taking very few. Most Soviet units were hopelessly pinned down. The raft returned to the German side to attempt another pick-up. (It was probably against the rules.) A German Sniper killed the Lieutenant.
Turn Four
More Soviet casualties as they lay in their foxholes. The AT Gun was able to put the German panzer on Fire. More Germans land on the bank.
Turn 5.
I did call the game here. Exactly one unit was able to complete an action, the AT Gun. As a side note, this was the only turn in which the Sniper did not kill anyone.
The first engagement is complete. I was surprised at how close the battle was. In the first two rounds, it felt like the Germans were simply wiping the Soviets off the face of the planet. As the game progressed, though, it was a curiously close affair. I usually find in miniatures games that once one army is decimated, it just snowballs and gets worse.
Scenario Review
A thrillingly close game that came down to the last-order dice. I could have constructed both lists differently to optimize for the scenario. I was pleased with the idea and the thrill of combat. I liked the terrain setup and the distances. It played really well.
The army lists are as follows;
Germans
1167
Gates of Stalingrad
Leutnant
50
Regular
Here infantry
90
5 Rifles 1 LMG 1 Loader
Regular
Panzgrenadier
97
5 Rifles 1 LMG 1 Loader
Regular
medic
30
Veteran
artillery forward observer
100
1 AR
Regular
Heer infantry
110
7 Rifles 1 LMG 1 Loader
Regular
heer pioneer
77
1 Rifle 4 SMGS
Veteran
mmg
50
Regular
medium mortar
60
add spotter
Regular
flammenwerfer
50
Regular
sniper team
50
Regular
Anti-tank rifle team (removed)
Regular
50mm pak 38
75
Regular
Sdkfz231
100
Regular
Panzer iii Ausf E,F
140
2nd MMG
Regular
Sdkfz 7 halftrack
44
Regular
Sdkfz 7 halftrack
44
Regular
I based the German list on what an advancing army might look like. Mechanized infantry with early war armor support. Decent equipment. I could have made the squad sizes a little larger which would have brought me up to 1500 pts, as well as a few trucks, but this should make for a decent fight. I think the game plays well at 1250 to 1500.
Soviets Don Volga
Rifle Squad
0
12 Rifles
Inexpierenced
2nd Lieutenant
50
SMG
Regular
Veteran squad
85
3 Rifle 1 LMG 1 Loader
Veteran
Rifle squad
56
8 Rifles
Inexpierenced
commissar
15
SMG
Inexpierenced
assault engineer squad
80
5 SMGs
Veteran
rifle squad
81
7 Rifles 1 Flag
Inexpierenced
rifle squad
49
7 Rifles
Inexpierenced
veteran squad
103
4 Rifles 1 LMG 1 Panzerfust
Veteran
Mmg
35
Inexpierenced
Dshk heavy machine gun team
49
Inexpierenced
Sniper team
50
Regular
Dog mines
26
Inexpierenced
Tank hunters
20
Inexpierenced
Medium mortar
35
Inexpierenced
Light mortar
24
Inexpierenced
45mm antitank
46
Inexpierenced
Ba20 Armoured Car
52
Inexpierenced
T-34
156
Inexpierenced
Truck
31
Inexpierenced
Truck
31
Inexpierenced
Truck
31
Inexpierenced
Truck
31
Inexpierenced
Truck
31
Inexpierenced
The Soviet list is based on an army in full retreat. Supplies and such were not a huge issue at this point of the war, so I was happy to give them full equipment. The Soviet army was also inexperienced at this point, which I reflected in the list.
Scenario Rules
The Soviets have to cross the river they get to VP for each unit to cross. The Germans had to destroy the units and get 1VP for each destroyed unit. The bridge can be rigged to blow by any infantry unit within 3″ of the bridge. If the bridge blows, the Soviets get 5 VP.
Round 1.
The Soviets deployed as instructed on the far edge of the river. An AT Gun and a squad of rifles sit near the bridge as a garrison unit.
The German’s 3 Waves are shown here.
1 Panzer, 1 Halftrack Loaded, and the Mortar
1 Armored Car The other Halftrack, the AT gun, is very important for later the forward observer
Last 2 More companies of rifles, the MMG, Flamer, Sniper, AT Team and Medic
I was happy with how the field of battle turned out.
The German came to the table fast and hard despite having 6 fewer order dice. They also deployed well away from any units considered a threat. Their tank quickly knocked out a truck while the rifle company immobilized another. The immobilized truck in the front carried the people’s militia squad, which I am using as the free Soviet Rifle squad from their rule. The quantity and quality are all on their own.
Round 2
The Germans continued their assault on the Russian convoy. Destroying another truck right at the base of the bridge. A very timely shot from the German AT gun. I said earlier that the German forward artillery observer would play a huge role, and he really did. He was the first unit the Germans brought in for Wave 2, and the artillery strike was beautiful. Well placed, hit on target, and pinned 6 units down at the center of the field. The Soviets were able to inflict a couple of casualties this round; they also moved their AT Gun so it could hit the tank and armored car. They also knocked out a half-track.
Round 3
The Soviets still had 0 units across the river, although two trucks packed full were moving hard toward the bridge and a couple of rifle squads. I determined to let the MMG and the mortars sit in place and try to provide some cover fire. In the photo, flames billowing up from the German Panzer tank. You should also notice a single figure lying on the ground behind the smoking white soviet truck. A lone AT man rolled a 6 to hit the tank, another 6 to damage the tank through its side armor, and finally, a third 6 on the vehicle damage table. This run of luck turned the game in favor of the Soviets. All units hit in the artillery barrage were still pinned and failed their order tests.
Round 4
The first Soviet truck crosses the bridge. The Commissar, the Lieutenant, and the sniper team all unload, giving the Soviets 8 VP. The Germans have destroyed 1 Rifle Team, 2 MMGs, 3 Trucks, 1 Mortar, the Dog Mines, and the Armoured car, giving them a one-point advantage. The Soviets will likely get 4 more VPs next turn as vehicles cross the river. The Germans were fully playing the game, sending their armored car on a suicide run to kill the remaining two veterans holding the side of the bridge the Soviets were crossing from. They also went in on the militia squad, which had successfully stayed down and pinned for most of the game.
Round 5
The last Soviet truck was destroyed on the bridge as it attempted to cross. The veterans did run across the bridge as their odds intensified, so 4 more VPs to the Soviets. The Germans knocked out another unit and immobilized the T34 tank. Their flame thrower team moved quickly towards the military squad, trying to eliminate it from contention. Still, the fuse has not been lit.
Round 6
It came down to the last two dice. The Germans were able to kill two riflemen who were attempting to remove their AT gun. The last Soviet activation lit the fuse on the bridge, but the Germans had a dice roll left, a natural 6, to cancel the bridge’s blowing. They succeeded. With the T34 and the rifle squad destroyed, the Germans ended with 13 VP compared to the Soviet 12. Had the Germans not diffused the bomb, it would have been a Soviet Victory.
Conclusions
For the Soviets, the militia squad, the veterans that held the bridge, the truck driver, and the AT Gun, plus the Garrison Rifle squad, all performed well and are up for a little more narrative follow-up next game.
On the German side, the armored car, the Heer Pioneers that saved the bridge, the Flame Thrower, and the Observer are also worthy of more follow-up and a bit of a story piece.
Soviets did not have any truly useless units; the inexperienced rifles didn’t do much, but they were not useless. The German medic was useless, as were the halftracks.
As the house remodel saga continues. Hobby progress has stalled because my Hobby Room is in the remodel area. I have the entrance sealed off with plastic so as little concrete dust as possible can enter. I am much larger than dust particles.
We are getting new fancy floors in our basement. Unfortunately, our house is 120 years old, and the basement is not level. There is a lot of grinding, jackhammering, and laying new concrete to get the new flooring. Lots of dust. Progress is slow. Maybe by the end of the week, I might have access again.
To expedite hobby progress, and because I wanted to. I did purchase a new airbrush for my workplace. It is a budget airbrush but should work nicely for priming and zenithal highlighting. I may even try it on the 3d printed soviet trucks.
I should be on track for the 2nd week of February to complete the full 3000 pt Word Bearers Army. My Ravenguard has been arriving; pictures will be taken later this week.
Here are the Army Lists for the Two Starter Forces
Word Bearers
3000
RavenGuard
3000
Praetor/W Command Squad
235
Centurion Master of Signals
95
Contemptor Dreadnought Talon w/Drop Pod
325
Praetor Cataphractii W Command
240
Destroyer Assault Squad
205
2 Contemptor Dreadnought
390
Veteran Squad w/Rhino
150
Mor Deythan Squad
150
Veteran Squad 1 Missile Launcher
135
Mor Deythan SquadW Storm Eagle
360
Despoiler Squad
100
Terminator Cataphratii Squad
325
Recon Squad w/Storm Eagle
344
Assault Squad
145
Tactical SquadW/ Rhino
145
Tactical Squad
100
Tactical Squad/W Rhino
145
Tactical Squad W Rhino
135
Outrider Squadron
91
Tactical Squad W Rhino
135
Proteus Land Speeders
210
2x Land Raider Carriers
505
Sky Hunter Squadron
105
Basilisk Squadron
200
Land Raider Squadron
250
Sicaran Squadron
220
Basilisk Squadron
200
Predator Squadron
360
There is very little method to my madness for these lists. I think I have enough transport capacity for the Ravenguard for every unit to be mechanized. I hope the fast attacks on the word bearers can work as screens to prevent the Ravenguard from crossing over the bridge. Some hard-hitting tanks, some dreadnoughts. Coming from someone who has never played, this seems like a fun list to play.
The Raven Guard will be 100% complete once they arrive. I have started priming the Word Bearers Tactical Squad in a silver primer and painting the main areas in Flesh Tearers Red. I didn’t like the look on my one test model. One thing I am trying to push myself with is brighter colors. Way too many of my models are muted color-wise, and I would rather they pop on the table. I am going to try a 100% airbrushed marine with a gradient to see how it looks. Then pick out a few silver details. I am not sold yet.
My 100% airbrushed marine makes me much happier. Base/primer coat of Vallejo German brown. Followed with Vallejo Game Air Blood Red and finished with Safety Orange from Army Painter Airbrush paint series. Used Grim Black from speed paints on the blacks. Silver from Vallejo game air on the silvers, and some Army Painter Red Tone for a little more detail. I underpainted it with a shot of Vallejo Royal Purple.
You can see the side-by-side comparison; the gradient model came out much bolder. I will base both models on the next just to see how they look complete. I literally have 250 Horus Heresy Marines lying around. If one or two become sacrifices, I will live.
It is very interesting to me how a base can absolutely change a model. Some dry brushing is a must on the one on the left, a little bit of silver on the blacks with some yellow on the armor. Also, skip the silver toes and maybe go with something else. Silver markings on the pauldron, maybe.
Yesterday, I received a massive haul of miniature plastic from Amazon. The Stalingrad 2-player set from Bolt Action. Wow, there is a ton of toy soldiers in this box. Here is what Warlord Games includes.
Ruined MDF factory
Barmaley Fountain
5 resin craters/shellholes
3 resin barricades/rubble
3m of barbed wire
Sd.Kfz 139 Marder III
T34/76
Soviet Sniper team
56 plastic Soviet infantry
42 plastic German Army infantry
Also included were a couple rule and scenario books, build instructions and some unit cards to ease play, some decal sheets and damaged vehicle markers.
The contents of the box were as advertised. Although the sprews were not bundled together and my German and Soviet troops were thoroughly mixed together. The resin pieces were nicely covered in bubble wrap for protection. The MDF securely covered the bottom of the box. My biggest complaint came from the items in the box not fitting tightly. Part of the mixing of factions but it also caused several torsos for the German winter troops to fall from the sprew and just be loose in the box. I was a little annoyed that there were 6 sets of winter Germans but 4 sets of Winter Soviets and 2 sets of regular.
One of my favorite parts of Warlord Games models is the clearly labeled sprew. Each section had German Infantry (winter) or Soviet Weapons clearly stamped into the sprew. Something very consistent across all Warlord Games lines. Compared to a Games Workshop or Atomic Mass Games this is really helpful when leaving a project and returning to it weeks or months later.
Best Parts of the Box
Terrain. The MDF ruined buildings are way more sturdy than you would think. The resin barricades are nice, and the fountain is cool. I wish there was a little more elevation or platforms in the buildings.
The scenario book is nice and unexpected. The scenarios are designed to be used with the box and is a nice touch.
Worst Parts of the Box
German unit variety, no HQ’s or MMGs, or Flamethrowers. A huge miss here that I think really hurts the new player. Especially the lack of a machine gun when that is a German special rule.
Soviet Winter/Summer split. I get having all German units as winter garb, but the Soviets should have followed suit instead of being split.
Building instructions. I play a ton of Games Workshop, and their instructions are typically easy to follow. These were not especially for the infantry.
Packing quality. The items need to be secure in the box. They just do.
Who is This Box For
While typing this review, I have to say this is my biggest question mark. It is not good for the New Hobbyist; the instructions are far from clear and instead of saying piece one glues to piece two etc it gives you a sprew with torsos legs, arms and weapons and says glue together. I think someone brand new to the hobby would really struggle with this product. It kinda seems designed that way as well because it is a battlefield in a box and the included scenarios are very simple.
The Stalingrad box set is also not good for new players. On the Bolt Action website, you are encouraged to build a platoon with MMGs, Snipers, Anti Tank teams, mortars etc. This box doesn’t include any of those. No artillery, no HQs it is just infantry. I think this is a real miss for Warlord because it seems like this is a box that is designed to be open and play for two players.
Stalingrad is also not a great box for returning veterans of Bolt Action. Generally you buy two boxes of 30 troops each, a tank and the weapons teams when you are starting out. I have I think only needed more than 60 infantry twice playing Bolt Action. One was a simulation of D-Day on a 20ft long table with 10 players and 3,000+ models. The other time a friend wanted to do a Thin Red Line style game where half the Soviets didn’t have guns and they simply rushed the German entrenched lines. Long story short, most seasoned players don’t need gobs of riflemen.
Verdict
I have a tough time recommending this box to anyone. If you want the MDF buildings and could use the troops or have someone split them, go for it. If you are really into Stalingrad, by all means. Otherwise, I would have to suggest a pass. There are better options for your money. Even the terrain, you can just go on Etsy and buy what you need fully painted for less.
The opening battle in the Stalingrad Campaign is the Last Bridge Over the River Don. The main objective is for the Soviets to hold the bridge while their force retreats and then blow the bridge. Game is on a 6×4 table with a river running north to south. In the middle of the river is a small bridge. Eastern side of the bridge has a small village. Western side has a few hills and balkas.
Soviets can attempt to blow the bridge. The objectives give 2 pts for each soviet unit to cross the bridge, and the Germans get 1 pt for each destroyed unit and 5 if the bridge is intact.
For terrain, I intend to use my Kallistra grass hexes as a base with assorted hills. I have a river from Tabletop World. It should sit nicely down between hexes. The river is 6″ wide, however, and if that doesn’t work, I have a neoprene river set and a few bridges that should work nicely. I need about 10 small buildings for the town where Dwarven Forge City Builder should also fit in nicely. I have 3 or 4 buildings for variety that are a high quality cardboard including a church that will make good variety.
Here is the Soviet T34 on the bridge. This will work well.
The army lists are below. Both lists are 1167. I don’t have a good reason for picking this number.
Germans
1167
Gates of Stalingrad
Leutnant
50
Regular
Here infantry
90
5 Rifles 1 LMG 1 Loader
Regular
Panzgrenadier
97
5 Rifles 1 LMG 1 Loader
Regular
medic
30
Veteran
artillery forward observer
100
1 AR
Regular
Heer infantry
110
7 Rifles 1 LMG 1 Loader
Regular
heer pioneer
77
1 Rifle 4 SMGS
Veteran
mmg
50
Regular
medium mortar
60
add spotter
Regular
flammenwerfer
50
Regular
sniper team
50
Regular
Anti-tank rifle team (removed)
Regular
50mm pak 38
75
Regular
Sdkfz231
100
Regular
Panzer iii Ausf E,F
140
2nd MMG
Regular
Sdkfz 7 halftrack
44
Regular
Sdkfz 7 halftrack
44
Regular
I based the German list on what an advancing army might look like. Mechanized infantry with early war armor support. Decent equipment. I could have made the squad sizes a little larger which would have brought me up to 1500 pts, as well as a few trucks, but this should make for a decent fight. I think the game plays well at 1250 to 1500.
Soviets Don Volga
Rifle Squad
0
12 Rifles
Inexpierenced
2nd Lieutenant
50
SMG
Regular
Veteran squad
85
3 Rifle 1 LMG 1 Loader
Veteran
Rifle squad
56
8 Rifles
Inexpierenced
commissar
15
SMG
Inexpierenced
assault engineer squad
80
5 SMGs
Veteran
rifle squad
81
7 Rifles 1 Flag
Inexpierenced
rifle squad
49
7 Rifles
Inexpierenced
veteran squad
103
4 Rifles 1 LMG 1 Panzerfust
Veteran
Mmg
35
Inexpierenced
Dshk heavy machine gun team
49
Inexpierenced
Sniper team
50
Regular
Dog mines
26
Inexpierenced
Tank hunters
20
Inexpierenced
Medium mortar
35
Inexpierenced
Light mortar
24
Inexpierenced
45mm antitank
46
Inexpierenced
Ba20 Armoured Car
52
Inexpierenced
T-34
156
Inexpierenced
Truck
31
Inexpierenced
Truck
31
Inexpierenced
Truck
31
Inexpierenced
Truck
31
Inexpierenced
Truck
31
Inexpierenced
The soviet list is based on an army in full retreat. Supplies and such were not a huge issue at this point of the war. I was happy to give them full equipment. The soviet army was very experienced at this point as well which I reflected in the list.
Initial Impressions
Reading over the rules, it seems like the Soviets have a real challenge. You have to get as many units over the bridge as possible and still blow the bridge. The initial turn the fuse is lit you have a 1/3 chance of blowing the bridge. The next turn its 50/50 and 2/3 the following turn. You don’t want to blow it early because it costs you points, but you can’t wait till the last turn either. Although the game does continue until the bridge blows or the charges are defused. The way the reinforcements work for the Germans I want the bridge blowing turn 6.
Also I wouldn’t consider this a good introductory scenario for those new to Bolt Action. It is a pretty complicated fight with many rules and deployments.
Hobby Items
First and foremost getting the two forces fully painted. I have about 3 weeks from now util the floors are completed and I have a game room back. That easily should be enough time for 50 odd infantry and a couple vehicles. Right……. right. My Germans are largely complete already. Maybe 10 models. The Soviets need around 40.
I need to paint the river. It shouldn’t take too long. It is nicely textured. I have 10 pieces that are 9″ long and 5″ wide, 8 curves, a large stone bridge that is just wide enough for a t-34. There is also a mill somewhere which would be cool to do eventually. I think there are 4 river battles and it is a terrain feature in 3 more. I may also try the resin thing where I fill the river with resin to create a water effect.
Other hobby items. I will most likely 3d print a building or two. They will need painted. I also need to paint a few hedges that I have 3d printed.
Next time should be some painted models progress, after the weekend.