| Tactics
in 'Blue Division'
Scenario #18:
!No Somos Italianos!
1100 – 1200 Hours
By Doug McNair
December 2006
Blue Division’s
stand against the reinforced Soviet 72nd Rifle
Division concludes today in my replay of Scenario
#18, "!No Somos Italianos!"
In the battle’s third hour, Soviet
losses topped half their infantry, but part
of the Spanish western trenches fell and four
Soviet tank platoons drove on towards town.
A Spanish counterattack from the town and
bridge just barely failed to break the Soviet
flanks, and the Spaniards’ heaviest
AT gun platoon was destroyed. With most of
the town defenders now pinned down by Soviet
assaults, and the rest of the Spaniards cut
off from the town, a call for German reinforcements
is under serious consideration.
Turn 13 — 1100 Hours
The Soviets have lost 30 steps so their
initiative drops to zero, but the Spanish
have now lost six steps so theirs drops to
2. The Spaniards win initiative, and the Soviet
air force seems to be on an extended lunch
break.
The teniente who was driven back into town
before he could reach the woods and slaughter
the Soviet artillery fires point-blank at
the Soviet major, INF platoon and KV-1s just
outside town. He kills one Soviet INF step,
demoralizes the rest of the unit, and kills
the major! But his own demoralized INF unit
fails to recover and flees the town —
a big step backward after such a solid blow
against the enemy.
Then Soviet OBA hits the bridge, takes out
a Spanish INF step and demoralizes both INF
units there! But of course the Soviets can’t
get away with that — friendly fire hits
the Soviets in the adjacent hex, scoring an
M2 result and disrupting their only INF unit.
Thus relieved of the need to defend the bridge
against imminent assault, the Spanish hold
off on their OBA and try to break out of the
town assault. The initial rush does well,
demoralizing the Soviet sergeant and one of
his INF units. But the other two Soviets hold
morale and hurl the Spanish back with a step
loss, demoralizing their colonel again along
with an INF unit, and disrupting the other.
The two T-34s west of town wipe out the INF
unit the teniente left to guard the trenches
behind him. That clears another trench of
Spaniards, and opens the road between the
T-34s and the town. The pendulum starts a
lazy swing toward the Soviets again.
With very few options left, the Spanish
in the southeast town hex assault their Soviet
tormentors, hoping to throw them off and bring
their AT gun into play. It’s a longshot
against superior Russian numbers, and it does
no damage while demoralizing the Spanish capitan
leading it. Two out of the three Spanish-held
town hexes now have only demoralized leaders.
Soviet artillery pounds Spanish troops that
fled the town, helping to keep them that way.
Spanish OBA starts hitting Soviet infantry
near the western trenches to keep them away
from the town, and it kills one half-strength
unit before the turn ends on a Fog of War
roll. This is a good thing for the Spanish,
since the Soviets didn’t get a chance
to move in reinforcements or make recoveries.
But the Spanish took three step losses this
turn to two for the Soviets, a deficit they
can’t afford, and the bloody noses they
got in the town counterassaults mean they
are out of options for stopping the Soviet
armor from overrunning the town. With apologies
to the Generalissimo, they radio for German
assistance. Whatever reinforcements the Germans
send will arrive on Turn 16.
Turn 14 — 1115 Hours
Spain wins initiative, and the Soviets seem
to have forgotten how to fly. Spanish OBA
is ineffective, but Soviet OBA demoralizes
the brave teniente whose failed charge on
the Soviets in the woods was the best chance
for Spanish victory.
Then the Spanish go into recovery mode, counting
on Fog of War rolls to keep all their demoralized
units from fleeing before the Germans arrive.
A roll of 15 isn’t quite enough, and
the two T-34s that cleared the trench hex
west of town drive east. One links up with
the KV-1s and the other drives into the town
to block any fleeing Spanish units from getting
back in, and/or to where it can assault the
central town hex next turn.
Such an assault combined with the infantry
already there would doom the disrupted and
demoralized Spanish there, so they try to
recover before that happens. The oft-demoralized
coronel decides he’s been right all
along and flees south, outrunning an INF unit
that also flees. The disrupted INF they leave
behind fails to recover.
Another 15 is not quite Fog of War, and the
brave teniente follows his coronel out of
town as his units fail to recover or hurt
any Soviets. Another 15, and more T-34s move
into position to hit the hex the Teniente
just fled. Yet another 15 fails to save the
capitan in the town hex with the AT gun from
a recovery roll, which he fails, making him
flee the town. The Spanish town defenders
are now leaderless, and the pendulum swings
sharply toward the Soviets.
A half-strength INF that was re-educated
by the kommissar rushes out of the woods and
adjacent to the bridge, but the kommissar
is a bit off his game and has to kill a step
of fleeing INF while the other comes to its
senses.
Then, one demoralized Spanish INF unit on
the bridge recovers, but the other does not
and flees for the eastern woods. The turn
then ends on sporadic traded gunfire and recoveries,
and with a KMS from the western trench hex
taking its 45mm gun to occupy the trench hex
just west of town (before the Germans arrive).
Turn 15 — 1130 Hours
The Spaniards win initiative by two activations,
so OBA keeps hitting exposed infantry while
some now-disrupted units that fled the town
try to recover to good order. The OBA is ineffective,
but there is now a good-order Spanish HMG
unit and leader adjacent to the town and ready
to rejoin battle. That keeps the T-34 that
was going to join the central assault out
of it — it and two KMS transports turn
and blast them point-blank instead, disrupting
the Spanish leader and unit. OBA, mortar and
tank fire is ineffective, but when a teniente
that fled the town runs back in through heavy
opportunity fire, he makes it!
After some traded fire, a capitan leaves the
bridge hex to run after the fleeing INF from
there, and the other INF in the bridge hex
recovers to good order. A Soviet town assault
does no damage to either side, and the capitan
that fled that assault fails to recover and
crosses the river to flee for the southeastern
woods.
Then the other Soviet town assault goes horribly
wrong, with a leader and two platoons getting
demoralized while assaulting one leaderless,
disrupted Spanish INF platoon. The turn then
ends on a Fog of War roll, with numerous demoralized
units on both sides not having had a chance
to recover.
Turn 16 — 1145 Hours
The German reinforcements arrive! The Spanish
player rolls on the Scenario 18 reinforcement
table and gets a 6. Straining to hear the
sound of panzers rumbling in, the Spaniards
instead see one German INF unit, two 81mm
mortar platoons, and a lieutenant. Not a tank
among them. And if they ask for more reinforcements,
they won’t come for another six turns.
The teniente (who just ran through tank fire
to tell his troops to hold on till the Germans
arrive) gives a fatalistic salute, and takes
an INF unit to assault the demoralized Soviets
in the next hex. But he just doesn’t
have enough firepower left at his disposal
to hurt them. The KV-1s and T-34s mow down
the disrupted HMG unit guarding the teniente’s
rear, and the tanks make ready to charge the
bridge next turn.
The Spanish and the few Germans may hold
onto a town hex or two, but there’s
no way they’ll hold the bridge against
massed point-blank tank fire. The trench hexes
will fall the same way, so the Soviets will
score at least a Minor Victory.
Think you can redeem Spain’s honor
before Franco calls his soldiers home? Order
Blue Division today and find out!
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