| Tactics
in 'Fronte Russo'
Scenario #40:
'Danger at Bachmutkin,' Part 1
By Doug McNair
June 2007
With the debut of our Panzer Grenadier
scenario book Fronte Russo: CSIR Operations,
1941 – 1942, the much-maligned Italians
finally get a chance to show what they’re
really made of. The army Mussolini sent to
the Ukraine included some of the finest units
Italy ever put into the field during World
War II. Mussolini’s land grab in the
Soviet Union came to naught, but his elite
troops proved themselves the equal of the
Germans in fighting the Red Army.
Of those troops, none were better than the
Savoia Cavalry Regiment, whose single-handed
defeat of an entire Siberian rifle regiment
at dawn on August 24, 1942 is the stuff of
legend in Italy. But stunning as that victory
was, it was only a sideshow in the overall
campaign. A far more important action happened
two days later, as the waves of Soviet humanity
crossing the River Don began to crash against
the Italian defenses near the strongpoint
town of Jagodny. A frontal assault from the
north was repulsed by Italian infantry, but
then the Soviet 610th Rifle Regiment came
in from the east and hit the weak Italian
right flank by surprise near the village of
Bachmutkin. Only a thin screen of Italian
infantry and artillery held the lines there,
so it was up to Savoia and a motorcycle battalion
to rush to the flank and prevent a collapse
of Italian defenses in the sector.
This action is the subject of Scenario 40:
“Danger at Bachmutkin.” It’s
an excellent opportunity for the best of the
best Italian troops to strut their stuff.
Soviet Tactics
The Soviet 610th Rifle Regiment enters battle
with a three-pronged advance on Bachmutkin
(the town on Board 2). One battalion of Soviets
is in a small village north of Bachmutkin
and ready to come south down the road. Another
is creeping down a gully from the northeast
and can either continue unspotted until it
reaches the Bachmutkin road or simply sweep
across the steppe to hit Bachmutkin from the
northeast. Finally, a third battalion will
enter the northeast board edge on Turn 2 and
can either move directly southwest toward
Bachmutkin or head south on the eastern road
and then hit Bachmutkin from the east.
The Soviets score five victory points for
each hex of Bachmutkin they control at the
end of play, 3 VPs for each Italian artillery
step eliminated or demoralized at the end
of play, 2 VPs for each Italian cavalry or
motorcycle step eliminated or demoralized
at the end of play, and 1 VP for each other
Italian step eliminated or demoralized at
game-end.
Because of the high payoff for taking hexes
in Bachmutkin and the fact that Italian reinforcements
and German air support starts arriving as
early as Turn 4, the Soviet plan is obvious:
Rush Bachmutkin to secure VPs and get cover
from Italian cavalry charges and German airstrikes.
Italian Tactics
The Italians have plenty of artillery support,
but because the Soviet attack took them by
surprise some of their strongest artillery
units are in an exposed position just west
of the lead Soviet battalion. Their poorly-disciplined
infantry screen from Sforzezca Division is
no match for the Red Army troops on the other
side of the woods. So, Savoia’s 1st
Group and the motorcycle reinforcements that
enter the board from the south on Turn 1 will
need to move fast to hit the lead Soviet battalion
hard and keep it from overrunning the Italian
artillery.
But even if that plan succeeds, it will leave
precious few forces to deal with the other
two Soviet battalions coming in from the north
and northeast. The Italians have nowhere near
the forces necessary to form defensive lines
against such huge numbers of infantry, so
their cavalry will need to harass the flanks
and rear of the Soviet battalions in hopes
of scattering them before they can reach Bachmutkin.
This is crucial not just for the purpose of
keeping the Soviets from scoring VPs by controlling
town hexes. The Italians score VPs based solely
on how many Soviet steps are eliminated or
demoralized at the end of play. While artillery
and air support will contribute to Italian
VP totals, cavalry charges by Savoia are the
key to driving off the Soviet advance and
inflicting enough step losses to win the game.
This is because the column shift bonus which
Italian elite cavalry get in a cavalry charge
is devastating: +2 for the charge (as opposed
to the normal +1 charging cavalry gets), +1
for having higher morale than the Soviets,
and another +1 if a cavalry leader is with
the charging units. Just one charging Savoia
cavalry platoon with a +4 column shift bonus
attacks on the 24 column of the Assault table,
which gives it a 2/3 chance of inflicting
step losses. A few cavalry squadrons harassing
the Soviet flanks can rack up plenty of VPs
against the Soviets before they reach the
town.
Elite Italian cavalry can also exit an assault
hex and pull back to a new charge position
if they demoralize all enemy units in the
charged hex, so multiple charges on the same
or nearby targets are quite possible. But
once the Soviets do reach the town, the cavalry
will be relegated to mopping up stragglers
because the defensive bonus of town terrain
negates the Savoia’s cavalry charge
bonus. The cavalry needs to be very aggressive
early in the game to kill large numbers of
Soviet steps while they can.
The downside for the Italians is that units
firing at cavalry get an extra +1 column shift
in direct and bombardment fire. Even if they
do a lot of damage, the Savoia won’t
last forever against Soviet opportunity fire
and artillery. How long the Savoia last, and
how many Soviet steps they kill or demoralize
before they crumble or the Soviets reach town,
will determine what happens in the endgame,
when reinforcing motorcycle and Bersaglieri
light infantry fight the Red Army for final
control of Bachmutkin.
With that, here begins my turn-by-turn replay
of Fronte Russo Scenario #40.
Setup
The hills on Board 2 are treated as woods.
The river is treated as a gully. Units in
a gully can’t be spotted by non-adjacent
units. 
Turn 1: 1230 Hours, 26
August 1942
Both sides start with an initiative of 5, and the Italians
roll a modified 11 to the Soviets’ 6.
That gives them two activations before the
Soviets can act, so they start by moving Savoia
Group 1 into Bachmutkin so they can’t
be spotted and hit by Soviet offboard artillery.
All other Italian units on the board are outside
Soviet spotting range, and the Italian player
would like to keep it that way for his cavalry,
so he brings in his motorcycle reinforcements
on the road south of Bachmutkin and sends
them north to form a roadblock two hexes north
of the town.
The Soviets want to save their offboard artillery
for the Italian onboard artillery or any cavalry
that shows itself, so the lead Soviet battalion
moves out of the village north of Bachmutkin.
The majority of its units move south on the
road toward the roadblock, but a few reduced-strength
units stay in the village to guard the Soviet
rear while a company heads northwest around
the woods toward the Italian artillery. Soviet
mortars in the village then open fire on the
roadblock but do no damage.
Keeping the lead Soviet battalion from bypassing
the roadblock and reaching Bachmutkin is Priority
One, so Italian offboard artillery hits the
two hexes containing the colonel and lieutenant
leading the Soviet advance. The lieutenant
gives a morale bonus while the colonel doesn’t,
so the Italians concentrate fire on him. The
M1 result they score makes both INF platoons
with the lieutenant roll an 11 and become
demoralized! The colonel’s men take
no damage from the remaining artillery fire.
The Soviets count the gully hexes and figure
out that creeping west under cover to the
road would take so long that their lead battalion
would be overwhelmed and wiped out. So, their
2nd Battalion bursts out of the gully and
heads directly southwest toward Bachmutkin.
The next-most-powerful Soviet artillery are
the on-board 105s of LX Group. They can self-spot
the lead Soviet units coming down the Bachmutkin
Road, so all three 105s hit that hex simultaneously
with their artillery lieutenant (who has a
+1 combat bonus) combining their fire even
though they’re in different hexes. With
the +1 column shift for self-spotting they
hit the hex on the 55 column, and their M2
result demoralizes one of the INF units there.
Unfortunately for the Soviets, they can’t
spot the 105s yet (the woods west of the road
just barely blocks LOS for their leaders),
so their offboard artillery hits two motorcycle
units in one of the roadblock hexes. The M1
result disrupts both MTC units in the hex
and demoralizes the capitano who led them
there.
With both sides having taken three action
phases, the Italians don’t want to wait
any longer to move the rest of their cavalry
north in case a Fog of War roll cuts the turn
short. Savoia Group 2 moves northwest to intercept
the Soviet 2nd Battalion moving out of the
gully to the north. They send their AT guns
and trucks west toward Bachmutkin to aid with
the town defenses.
That puts the lead cavalry units of Group
2 within spotting range of the leaders of
the Soviet 2nd Battalion, so the last Soviet
offboard artillery factor fires at them but
does no damage. The turn then ends with two
Italian cavalry platoons moving north on the
eastern road toward the Soviet second battalion’s
rear, the Italian units that were in the woods
north of the gully moving south to the gully
to lay down opportunity fire on the Soviet
2nd Battalion’s advance, and the remaining
Italian offboard artillery disrupting another
Soviet infantry battalion north of the roadblock.
Turn 2: 1245 Hours
This time the Soviets win initiative by one
activation, and with their 1st Battalion badly
disrupted and demoralized on the Bachmutkin
Road, 2nd Battalion takes the opportunity
to steal a march before deadly Italian artillery
can start raining on them. Opportunity fire
from the Italian units that moved south to
the gully demoralizes the HMG unit in the
lead, but the rest make it through fine.
With the Soviet 2nd Battalion having already
moved, Italian offboard artillery hits the
fresh Soviet stacks from 1st Battalion on
the Bachmutkin Road, but all target units
pass their morale check. Not wanting to stay
there and get hit by more artillery, 1st Battalion
activates and the good-order units move south
toward Bachmutkin while the rest try to recover.
A reduced-strength INF unit takes the lead
to draw opportunity fire from the roadblock,
but the Italians let it go by in favor of
firing at a lieutenant and a full-strength
INF. They make it through the op-fire unscathed,
and the Soviet colonel moves west with an
INF to join, him staying outside the charge
range of the lead Savoia CAV units at the
north edge of Bachmutkin. A fourth INF moves
west to join them and flesh out a full Soviet
infantry company swinging west of the roadblock.
HMG units move down the road from the north
to take up a firing position on the roadblock,
but the roadblock units disrupt one of them
with opportunity fire. The demoralized INF
unit in the hex the HMGs advanced into recovers
and so does a demoralized INF in the hex to
the north, but a third fails to recover and
flees north to the village.
Italian onboard artillery self-spots and hits
the lead two platoons swinging left of the
roadblock. They roll a 10 on the 55 column,
scoring an X result and killing the reduced
Soviet INF platoon that was trying to draw
fire (mission accomplished) and demoralizing
the full-strength INF that was in the same
hex with it.
Soviet offboard artillery hits Savoia 2nd
Group before it can move north to a charge
position on the Soviet 2nd Battalion. It also
rolls on the 55 column due to the +1 column
shift bonus for hitting cavalry, and the M1
result disrupts the capitano leading them
plus one of the cavalry platoons with him.
That’s of enough concern to the Italians
that their offboard artillery shifts its focus
to 2nd Battalion, hoping to disrupt the lead
units long enough for the cavalry and tenente
to recover. 34 points hit the two lead SMG
units and demoralize one of them.
Now that there will be a Fog of War roll each
action phase, the Soviets waste no more time
in bringing-in their 3rd Battalion on the
north edge of Board 5. Two out of three companies
head for the Italian units at the gully harassing
2nd Battalion’s north flank, and the
third company heads down the eastern road
to draw cavalry away from 2nd Battalion and
head for Bachmutkin from the east.
With no time left to tarry, Savoia’s
1st Group cavalry move out of Bachmutkin to
blocking/charge positions on both groups of
Soviet units north of Bachmutkin. Unless the
Soviets beat the Italians by two activations
next turn, one of them is going to get charged.
The Soviet mortars in the village north of
Bachmutkin respond by hitting the maggiore
leading the cavalry company that advanced
out of Bachmutkin. The maggiore and one of
his cavalry platoons do fine, but the other
rolls a 12 and is demoralized. The Italians
then activate the tenente who was escorting
the Italian AT guns into town, and has him
send them to town while galloping north himself
to a position from which he can command units
of the disrupted tenente with the 2nd Group
Cavalry.
Sensing what the Italians are up to, the Soviets
fire the last of their offboard artillery
at the hex with the disrupted tenente and
his cavalry but do no damage. The disrupted
tenente then activates and sends his good-order
CAV unit north to join the forward tenente
while trying to recover morale for himself
and his disrupted CAV. Both recover.
Soviet INF and RECON units then creep into
the gully northeast of the Italian LX Artillery
Group’s position. The Italians can’t
spot them in the gully, but the Soviets can
spot for counter-battery fire on the Italian
guns and then assault them later.
An Italian CAV unit then moves up to join
the forward tenente (just outside Soviet HMG
range) — a position from where it can
possibly charge the Soviet 2nd Battalion if
it moves first next turn. The turn then ends
on a Fog of War roll — a bad break for
the Italians, who never got to move up their
HMGs or their right flank cavalry.
Turn 3: 1300 Hours
The Italians roll to see if their six reinforcing
motorcycle platoons arrive this turn. They
don’t. The Soviets then win initiative
by one activation, and once again 2nd Battalion
steals a march on the Italians, moving straight
at the 2nd Group cavalry to close range to
one hex so they can’t charge. Bypassing
them would expose their flank to charges with
no opportunity fire in return.
The lead SMG unit gets demoralized by point-blank
opportunity fire from the cavalry, but the
rest of the units make it through fine. The
Italian units in the gully opt not to hit
the battalion with opportunity fire as it
goes by, because two companies from 3rd Battalion
are now bearing down on their rear. One previously-demoralized
unit in the battalion recovers, but the other
fails and flees west toward the village.
With 2nd Battalion moving in against little
opposition, Savoia’s 1st Group Cavalry
needs to take-out the Soviet 1st Battalion
ASAP so they can move east against the 2nd.
The maggiore orders a charge against all three
Soviet platoons that swung west of the roadblock.
One CAV platoon charges the demoralized INF
unit and its lieutenant, and since the demoralized
unit can’t fire at the incoming cavalry
the good-order HMG north of the roadblock
fires at them instead. It rolls a 9 on the
7 table, just missing, so the charge goes
in. Even though the CAV has no leader in the
same hex with it, it still gets a +4 column
shift since the enemy unit there is demoralized.
It rolls a 2 for an M2 result, but the lieutenant
there makes his morale check and the demoralized
Soviet INF fails its morale check by only
two and isn’t demoralized again. The
demoralized INF actually manages to roll a
5 for an M result on the 3 column, but the
cavalry passes its morale check.
Then the maggiore and another CAV platoon
charge the two Soviet INF platoons with the
Soviet colonel while the demoralized Savoia
CAV tries to recover. It rolls a 7 and fails,
fleeing south to Bachmutkin, and the Soviet
Colonel’s infantry disrupts the maggiore
with opportunity fire but his cavalry pass
their morale check and charge in without him.
The cavalry unit gets a +3 column shift even
without its leader, and it rolls a 6 on the
18 column scoring a 2 result. A full-strength
Soviet INF unit dies and the other becomes
demoralized. The Soviets only roll a 2 on
the 9 column and score no damage, and since
the Italians are good-order and all Soviets
there are demoralized, the elite Italian cavalry
could exit the hex and pull back to another
charge position.
But since its leader is out of the hex and
disrupted the cavalry would have a hard time
organizing a charge next turn, so both CAV
units stay in the assault hexes in hopes of
getting a “free shot” at Soviet
units that fail to recover and flee the hexes.
Soviet mortars from the village fire at the
Italian cavalry preparing to charge the disrupted
and demoralized Soviets on the road, but do
no damage. The Italians charge, with the first
CAV platoon heading for the lieutenant with
the +1 morale bonus who’s trying to
help the Soviet units north of the roadblock
recover.
Opportunity fire on the platoon is ineffective
and the charge goes in. It rolls a 5 on the
18 column and scores a 1 result, killing an
INF step but failing to break the morale of
the other or the lieutenant. Then the other
CAV unit charges the forward Soviet units
just south of the lieutenant, confident it
can make it through remaining opportunity
fire since the undemoralized HMG spent its
last shot trying to stop the other CAV. The
disrupted units in the hex roll on the 16
table — and roll a 2 for a 2X result,
wiping out the charging CAV. The tenente with
them survives with his morale intact, and
moves south to Bachmutkin to try and catch
the demoralized CAV that fled there.
The Soviets in the gully northeast of the
LX Artillery Group call in counter-battery
fire from offboard. It disrupts the tenente
commanding the artillery, but both batteries
are fine. The batteries in the same hex with
the disrupted tenente open fire before more
trouble can befall them, self-spotting the
three-high-stacked hex on the road with the
units that wiped-out the brave CAV platoon.
The +2 bonus for self-spotting and 3 in a
hex puts them on the 55 column, and the M2
result demoralizes one unit and disrupts the
sole good-order HMG there. The tenente with
the batteries recovers morale.
The last Soviet offboard artillery shot hits
the units at the gully that are in the path
of the 3rd Battalion. The tenente commanding
the units there is disrupted but his units
are fine. The Soviets in the gully near the
Italian artillery group then charge out and
up to the infantry screen there, and one INF
unit becomes disrupted by opportunity fire
but all the Soviet units make it adjacent
to the Italian line.
The Italian cavalry unit that recovered with
the maggiore south of 2nd Battalion moves
to a charge position on the 2nd’s south
flank, and then the two companies of 3rd Battalion
advance to the gully. Opportunity fire from
the Italian units at the gully disrupts an
SMG unit in the lead and demoralizes the major
leading the group, forcing the other units
to delay slightly to stay grouped around the
remaining lieutenant.
The turn then ends with units recovering and
repositioning themselves. The Soviet INF with
the colonel that was demoralized by the cavalry
charge west of the roadblock fails to recover
and exits the assault hex, but it and the
colonel pass their morale check from the cavalry’s
free shot. The other demoralized INF recovers,
so neither CAV there will be able to charge
again next turn.
So after three turns, the score from enemy
steps eliminated is tied at four apiece. Cavalry
charges have repelled the Soviet attempt to
bypass the roadblock north of Bachmutkin,
but a charge on the Soviet 1st Battalion’s
east flank on the road was obliterated by
machine-gun fire.
The Soviet 2nd Battalion is moving rapidly
southwest across the steppe toward Bachmutkin,
and the Italian cavalry there have only managed
a weak screening action due to the untimely
disruption of their maggiore. But Italian
HMGs and AT guns have moved into defensive
positions on the northeast flank of Bachmutkin
and will be able to hit 2nd Battalion with
long-range opportunity fire if they break
past the cavalry.
On the other hand, the Soviets may rack up
lots of VPs soon if their infantry assault
on LX Artillery Group breaks through the weak
Italian infantry screen and wipes out the
guns.
At this point it’s anybody’s
game. Will the next hour yield someone the
advantage? Tune
in next time and find out!
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