Leshnov 1941 – A Battle Report for OHW 6 Hit

Chris and Adam played my version of Leshnov 1941 Scenario for Martin Rapier’s One Hour WW2 (6 hit) (a variant of One Hour Wargames). This was our first outing with these rules.

Summary: Good game. Rules were simple but played well. The scenario needs tweaking as favours the defenders too much. And that contributed to Chris’s victory as the Germans.


The Battle

Here’s our first attempt at Martin Rapier’s One Hour WW2 (6 hit).

Set up

The game is on a 2′ x 2′ table with a small forces. You’ll notice some fields. The scenario doesn’t mention the effect of the fields. So we decided they were there for aesthetics.

Leshnov-101 Table
Leshnov-101 Table

Despite the small scale of the game, it took me ages to set up. I found I climbed up and down the stairs several times because I’d forgotten something.

There isn’t much on table when the game starts. Only the defenders of Leshnov and some supporting artillery.

Leshnov-102 German defenders
Leshnov-102 German defenders

I laid out the German reinforcements in order of arrival.

Leshnov-103 German Reinforcements in order of arrival
Leshnov-103 German Reinforcements in order of arrival

Similarly I put the entire Soviet force into order of march.

Leshnov-104 Soviet force in order of march
Leshnov-104 Soviet force in order of march

Pre-game bombardment

Our initial experience echoed Martin’s, “The action opened with a bombardment of Leshnov by Soviet Corps artillery, which was completely ineffective.”

Turn 1

Adam let his tanks loose and the Soviet 12th Tank Regiment roared up the road. Their attached infantry plodded along in the fields nearby.

Leshnov-106 Soviet 12th Tank Division advances up road
Leshnov-106 Soviet 12th Tank Division advances up road

Turn 2

The Soviet 15th Tank Division rolled onto the table next. The tanks drove along the road. The infantry were to their right and headed towards the forest.

Leshnov-108 15th Tank Division arrives to the right-rear of 12th Division
Leshnov-108 15th Tank Division arrives to the right-rear of 12th Division

Chris’s turn 2 reinforcements arrived – 231st Recce Battalion and 61st Motorcycle Battalion from 11th Panzer Division. He took advantage of the generous deployment zone and got the two recce units on the flank of the advancing Soviets.

Leshnov-112 German Recce threaten flank of 12th Motorised Rifle Regiment

Turn 3

The tanks of both 12th Tank Regiment and 15th Tank Regiment were rapidly approaching Leshnov. The lead unit – 12th Tank Regiment – took a mauling from fire of the village’s defenders. Meanwhile the Soviet airforce flew missions against Leshnov.

Leshnov-115 Leshnov under pressure
Leshnov-115 Leshnov under pressure

12th Tank Regiment assaulted immediately, and alone.

Leshnov-116 12th Tank Regiment assaults Leshnov
Leshnov-116 12th Tank Regiment assaults Leshnov

Not surprisingly the 12th got wiped out. We discovered that tanks don’t do well in built up areas. But dug in infantry in cover do exceptionally well.

Leshnov-117 12th Tank Regiment smashed outside Leshnov

Turn 4

More Soviet tanks rolled up. The 34th Heavy Tank Regiment went straight for Leshnov as the 15th Tank Regiment peeled off to assault the 231st Recce Battalion.

Leshnov-119 Battle rages in front of Leshnov
Leshnov-119 Battle rages in front of Leshnov

In the subsequent combat, 231st Recce Battalion was reduced to one hit, but survived.

Leshnov-120 15th TR assaults 231st Recce
Leshnov-120 15th TR assaults 231st Recce

Unfortunately for Adam, two armoured battalions of 11th Panzer Division arrived on the eastern table edge.

Leshnov-121 11th Panzer Division arrives
Leshnov-121 11th Panzer Division arrives
Leshnov-122 Table after 11th Panzer Division arrives
Leshnov-122 Table after 11th Panzer Division arrives

Once again 1/179th infantry battalion, dug in and in cover within Leshnov, shot up approaching Soviet tanks. This time the target were KV1s of the 34th Heavy Tank Regiment. Although Heavy Tanks they were vulnerable to the Heavy Anti-tank Guns (8.8cm Flak) of the defenders.

Leshnov-123 34th Heavy TR approaches Leshnov

Turn 5

The Soviet 15th Infantry Regiment was in the forest, but wanted to stop the panzers driving past. The only way they could do that was being leaving the protection of the trees. The inevitable happened and 1/33rd Panzer Battalion assaulted the Soviet infantry.

Leshnov-125 1/33rd Panzer Battalion assaults 15th IR
Leshnov-125 1/33rd Panzer Battalion assaults 15th IR

Back in the centre the 34th Heavy Tank Regiment assaulted Leshnov and got smashed.

Leshnov-126 34th TR gets smashed assaulting Leshnov
Leshnov-126 34th TR gets smashed assaulting Leshnov

And to the south, the 2/33rd Panzer Battalion reached the road.

Leshnov-127 2/33rd Panzer Battalion reachs the road
Leshnov-127 2/33rd Panzer Battalion reaches the road

Turn 6

Near Leshnov, the 34th Light Tank Regiment assaulted and destroyed the 231st Recce Battalion. Simultaneously the 15th Tank Regiment assaulted the village – the third Soviet armoured regiment to try it.

Leshnov-129 Soviets tanks assault near Leshnov
Leshnov-129 Soviets tanks assault near Leshnov

But the panzers were on the way. 2/33rd Panzer Battalion was now driving towards the village. Only 34th Infantry Regiment blocked their path.

Leshnov-130 Germans punch towards Leshnov
Leshnov-130 Germans punch towards Leshnov

For a change 1/179th infantry battalion were off their game and scored triple 1s. No hits. 15th Tank Regiment would survivor another turn.

Leshnov-131 Ineffective defensive fire
Leshnov-131 Ineffective defensive fire

The last event of the turn was the arrival of the Luftwaffe. They conducted airstrikes against 34th Light Tank Regiment.

Leshnov-132 Luftwaffe airstrikes

Turn 7

Near the woods, 1/33rd Panzer destroyed 15th Infantry Regiment.

Leshnov-134 1/33rd Panzer destroys 15th IR
Leshnov-134 1/33rd Panzer destroys 15th IR

Turn 8

Turn 8 saw the destruction of 15th Tank Regiment on the outskirts of Leshnov.

Leshnov-137 15th TR destroyed at Leshnov
Leshnov-137 15th TR destroyed at Leshnov

That left Adam with only three units. He needed four to win so we called it a night.

Leshnov-138 Only three Soviet units left

Observations and conclusions

It was a good little game. We fumbled a bit because only I’d read the rules before the guys turned up.

The rules

At 2 pages Martin Rapier’s One Hour WW2 (6 hit) are pretty simple and we found they played well. A huge step up from our previous experience of WW2 using vanilla One Hour Wargames.

We didn’t like one thing. We found this statement counter-intuitive: “Disorder: Disordered at 50% losses. Half combat effect (3+ becomes 5+, 5+ becomes 6).” We understood the intent, and played it correctly, but it bugged us because in maths halving 3 does not get 5.

Although there are lots more observations below. They mostly relate to the scenario, and not the rules.

Set up pain

This game had only a had 9 Soviet units (including planes) and 8 German units. And it was fought on a 2’x2′ table. But it took over an hour to set up. I was constantly up and down the stairs looking for something else that I’d forgotten. That is not gripe on the rules, just that I’m not set up to play this type of game.

If I was going to play these rules a lot, I’d have a small box of terrain for Martin Rapier’s One Hour WW2 (6 hit) like I’ve done for Tilly’s Very Bad Day and I did a long time ago for Terrain Box for Big Base DBA 3.0 (which I then stopped playing).

Impressive playing pieces

I don’t have a T35 or T38 models, which is why you didn’t see them above. I just had T26s, BT7s, T374s and KV1s. However, even that was enough variety to get us excited.

I initially had a 5cm anti-tank gun on the base of the 1/179th infantry battalion. But Chris noticed the “with StuGs and Flak guns” so I swapped in a 8.3cm flak.

That lead me to re-read the various descriptions and it turns out the 12th Motor Rifle Regiment are meant to have “Katyushas in close support”. As it happens I’m painting some Katyushas on trucks right now, so perhaps next time.

Scenario balance

The scenario, on the other hand, needs tweaking. We thought it favoured the defenders too much. And in our case that contributed to Chris’s victory as the Germans. Martin Rapier, in his Battle Report of Leshnov 1941, comments that he had to tweak a bit to make it play well.

I re-read Martin Rapier Battle Report and discovered a few things I’d missed:

“The woods are impassable to vehicles, forming a bottleneck.” I’d forgotten that. Luckily Adam didn’t go into the woods with his panzers so i’ll just pretend that they were impassable the whole time.

“The infantry regiments are three (very) weak battalions on foot.” Hmmm, after the game I suggested we make the soviet infantry motorised so they didn’t plod. But this quote undermines that idea.

“Rating the Russian tank regiments and green and the panzer battalions as veteran evened up the hits, and various units were rated as ‘heavy’ to even out the combat dice.” The two sides had the same number of hits, but I ever checked the combat dice.

“The Russians had lots of time to form up and attack”. They didn’t in our game. Perhaps I should delay the arrival of German reinforcements by 1 turn from turn 2 to turn 3, 4 to 5, and 6 to 7.

Reinforcements

I think I was a little too generous on the arrival zone for the Turn 2 German reinforcements. The instructions said, “Turn 2: 2 units appear near the hill in the south-west” and arrival zone “German 2” was from the Soviet base edge to half way. Taking advantage of this generosity, Chris started both of his fast Recce units on the table edge just north of the hill. That meant the Recce units could rush to be in in front of the advancing Soviets. This was too much of an unexpected advantage. I considered changing it to “Turn 2: 2 units appear from the south-western table edge on the hill”.

In fact I didn’t make that change as, thinking about it, I have a more general point on reinforcements: I made them move onto the table from the table edge. That means multiple units could arrive from the same spot and spread out. Again Chris’s Recce units took advantage of this. So I think I’ll change it so all reinforcements are placed on table at the start of the player turn, in the appropriate location, then act normally during the player turn. That meant adding a step at the start of the sequence of play:

IGOUGO. Each player follows this sequence: Reinforcements, Spot, Move, Fire, Assault, Combat results, Rally, Dig in.

And for the turn 2 German Recce reinforcements, I changed their arrival to “Turn 2: Two units appear on the hill in the south-west”. They would have to appear further south, hence further from Leshnov, and from different points on the table edge.

Entry zones

And to really hammer it home, I redrew the map with reinforcement entry zones as boxes. My version 1 map had entry lines. These were generous (basically half the table width) and I’ve reduced them considerably. Now both the German 2 and German 4 entry zones are only two base widths wide. German 6 and the Soviet entry zone are three base widths. With my 8cm wide Big Bases, this makes them 16cm and 24cm wide respectively. Much less than the original 30cm. Arriving units will have to deploy fully inside the appropriate entry zone. That will really cramp the style of the Germans.

Layout of Orders of battle

We found my current orders of battle confusing. The whole mass of words hid the key data. I think that can be streamlined.

For example, this is the initial orders of battle for the Germans:

Defender Order of Battle

  • 1/179th infantry battalion, 57th Infantry Division with StuGs and Flak guns (Heavy Infantry; AT guns; 2d6; 6 Hits)
  • Artillery Regiment (2d6; 3 Missions)

With these reinforcements:

Defender Reinforcements

  • Turn 2: 2 units appear near the hill in the south-west
    • 231st Recce Battalion (Aufklärungs-Abteilung), 11th Panzer Division (Heavy Recce; 2d6; Average 6 Hits)
    • 61st Motorcycle Battalion (Kradschützen-Battalion), 11th Panzer Division (Light Recce; 1d6; Average 6 Hits)
  • Turn 4: 2 units arrive from the south-eastern table edge, south of the woods
    • 1/33rd Panzer Battalion, 11th Panzer Division (Tank; Fire 2d6, Assault 3d6; Elite 7 Hits)
    • 2/33rd Panzer Battalion, 11th Panzer Division (Tank; Fire 2d6, Assault 3d6; Elite 7 Hits)
  • Turn 6: 1 unit appears from the northern edge; Luftwaffe also turns up
    • 2/179th infantry battalion, 57th Infantry Division with AT guns (Infantry; AT guns; 2d6; Average 6 Hits)
    • Luftwaffe Airstrike (2d6; 1 Mission)

I think I can both make it clear and add more information. Something like …

German Order of Battle

Unit Unit Type Morale (Hits) Combat Dice
Pre-game
One unit from 57th Infantry Division
deployed on table in Leshnov village, in cover and dug in
1/179th infantry battalion with StuGs and Flak guns Heavy Infantry (AT) Average (6) 2d6
Pre-game
One unit deployed on northern table edge behind Leshnov village
Artillery Regiment Field Artillery Average (6) 2d6
Turn 2
Two units from 11th Panzer Division
Entry “German 2” on the hill in the south-west
231st Recce Battalion (Aufklärungs-Abteilung) Heavy Recce Average (6) 2d6
61st Motorcycle Battalion (Kradschützen-Battalion) Recce Average (6) 1d6
Turn 4
Two units from 11th Panzer Division
Entry “German 4” south of the impassable woods
1/33rd Panzer Battalion Tanks Elite (7) Fire 2d6;
Assault 3d6
2/33rd Panzer Battalion Tanks Elite (7) Fire 2d6;
Assault 3d6
Turn 6
One unit from 57th Infantry Division
Entry “German 6” on the northern edge
Luftwaffe also turns up
2/179th infantry battalion with AT guns Infantry (AT) Average (6) 2d6
Luftwaffe Aircraft 2d6
Totals 44 Hits 17 Dice

Where to get One Hour WW2 (6 Hit)

Martin Rapier’s The Games We Play Blog
Martin Rapier’s The Games We Play: Leshnov 1941 Battle Report
Martin Rapier’s One Hour WW2 (6 Hit)

3 thoughts on “Leshnov 1941 – A Battle Report for OHW 6 Hit”

  1. I’m glad you enjoyed the game. The ‘half effect’ dice progression of 3+, to 5+ to 6 is similar to the progression in NQM. Average loss per dice goes from. 66, to. 33 to. 16. It is a possibly clumsy way of reflecting the original OHW half hits mechanism.

    The scenario is a bit more challenging for the Russians as they have a critical tactical choice to make, do they rush ahead and try and break through, or do they hang around and smash up the German reinforcements, then hope they have enough stuff left to march off the top of the map. If they try and do both, they will inevitably lose.

    Reply
    • I’ve read through Martin Rapier’s OHW variant and will definitely give the rules a tryout.

      One thing that I failed to notice (perhaps because it’s not there) was any sort of command and control rules. These are particularly relevant in a 1941 scenario.

      I’ve experimented with a variant on Bob Cordery’s Portable… card activation system, which seems to work well – and has the virtue of being simple so it is in keeping with Martin’s game.

      Reply
      • In thes One Hour scenarios, there are plenty of opportunities for players to make their own mistakes! But with such simple rules it is easy enough to bolt on C3 chrome. I usually model Russian command issues by making their elements Regiments (all bunched up in a big huddle), while the German elements are battalions. So the Germans are two to three times as effective….

        Reply

Leave a Reply