Turn 2 – 2nd German Command Pulse

Triple Order Chain

The Puma is activated twice and reveals the Soviet anti-tank gun in the trench.

The Puma Disengages back into the woods.

The Germans activate a Blind and spot the Soviet Blind in the woods. It’s a dummy and is removed.

The Germans reveal a company of Gepanzert Panzergrenadiers from the Blind.

They advance towards the field and two platoons open fire on the Soviet Recon unit.

The Recon Unit breaks off and takes a Disruption Point and is Suppressed.

End of German Command Pulse.

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Turn 2 – 1st Soviet Command Pulse

Single Order Chain

The Soviets activate their Recon Platoon and make a spotting attempt, but fail. The Recon Platoon then moves off the hill.

End of Soviet Command Pulse.

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Turn 2 – Across the Vistula

Roll Command Dice

The Germans roll one 1 covered by one 6. The 1 is discarded until next turn.

As the Germans rolled the most 6s, they go first.

1st German Command Pulse / Logistics Phase

German Reserves are available.

Double Order Chain

The smoke screen is removed at the start of the Logistics Phase.

The Germans then attempt to call their pre-registered barrage centred on the hill with the windmill. They call a continuous barrage at a cost of two Staff Orders.

The Germans roll 4D for their Comms Check, plus +1D for their pre-registered barrage. They fail and the barrage is delayed until next turn. However, the battery’s ranging shells start to move towards the hill alerting the Soviets to the incoming barrage.

The Puma is activated and attempts to spot. It fails. The Germans activate it again.

This time it succeeds and Blind #2 is revealed: two Rifle Platoons and an Anti-Tank Rifle Platoon in a trench.

Having used one Order Chain, the German Command Pulse ends as they decide not to continue by playing Staff Orders or Wild Dice.

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Turn 1 – Across the Vistula – German Attack

The Germans are attacking and have the first turn. The Soviets don’t roll any Command Dice this turn but can use opportunity fire, end or turn fire, and Staff Orders.

Determine the Number of First Turn Command Dice
The Germans roll their Command Dice with a 4+ TN. Any dice that roll a 3+ or lower are discarded this turn.

The Germans only roll two successes: the other six dice are discarded. The Germans have two Command Dice this turn. It looks like the opening German attack will not be as effective as hoped.

German Command Dice Roll

Command Failure!
The 1 is handed over to the Soviets to use as a Wild Dice.

German Command Pulse
As the Germans are attacking, they have the first Command Pulse despite having rolled a Command Failure.

The Germans reveal their recon SdKFz 234/2 Puma and make a spotting attempt against the Soviet Blind on the Hill. The recon unit spots with -1 TN giving them a 3+ TN. Success! The Blind is revealed as a Dummy and is removed.

Soviet Command Pulse
The Soviets would like to store their Wild Dice as a Staff Order, but they are unable to as they already have their maximum (equal to their five Command Dice).

The Soviets use the Wild Dice to make a spotting roll with their recon infantry unit against the German Blind on the hill. Success! The Blind is revealed as a Dummy and is removed.

End of Turn One

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Across the Vistula – German Blinds

Deployed German Blinds.

The Germans have seven Blinds:

Blind #1
1x SdKfz 234/2 Puma Platoon
Blind #2
1x Gepanzert Panzergrenadier Platoon + SdKfz 251/10
3x Gepanzert Panzergrenadier Platoons + SdKfz 251/1
Blind #3
1x Gepanzert Panzergrenadier Platoon + SdKfz 251/10
3x Gepanzert Panzergrenadier Platoons + SdKfz 251/1
Blind #4
1x Gepanzert Panzergrenadier Platoon + SdKfz 251/10
3x Gepanzert Panzergrenadier Platoons + SdKfz 251/1
Blinds #5-7
Dummies

Reserves – May Enter From Turn 2 Onwards

Reserve Battle Group #1
1x Engineer Platoon + SdKfz 251/7
1x Pak 40 Anti-Tank Gun Platoon + SdKfz 251/4
1x SdKfz 251/9 Platoon
1x SdKfz 251/2 Platoon
Reserve Battle Group #2
3x Jagdpanzer IV L70 (V) Platoons
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