I am Prisoner 46001628. Until last night I was a Major in the Red Army. I was leading a small ad-hoc unit that was trying to stop they German juggernaut. I failed. For that I will pay the penalty the State has imposed.
The Generals say they gave me enough force. I was given two platoons of infantry with mortars and five tanks, including a lumbering T-35, a new T-34b, and even a ZiS-30 tank hunter. Our mission was to recover a valuable cache of documents that had been left behind in a command post that another unit had failed to destroy properly. The command post was in an entrenched position near a village. The documents were considered so valuable that we were ordered to attack in a cold winter night. But the orders were also confusing for was told to preserve as many units as possible.
From the start the mission was difficult. We had been told the Germans were not around, but upon our arrival we found a small armored detachment already occupying the command post.
Using the Firefight Generator the scenario was set. As the Soviet player, a series of entrenchments was placed around the Control Point, but before units could occupy the trenches the German players took it. Whoever removed the Control Point (the documents) also immediately gained 5 VP. In an effort to salvage the situation, the Soviets played Rear Guard which awards 2 VP for every unit that escapes after Round 3 of the five-round firefight.
My units advanced slowly in the dark, led by the slow T-35. Visibility was greatly reduced, but we soon figured out the Germans had the documents and were escaping. My units took defensive positions as we tried to determine the German disposition and searched for a weak point. Very quickly, we took fire on our right flank and we quickly lost a T-26. In the center of our force, the Germans charged the ZiS-30 and destroyed it.
The German players started out very aggressive, closing the range and immediately targeting the dangerous ZiS-30 tank hunter. The Soviet defenses on the right and center collapsed under the constant attacks.
At this point I was in a knife-fight with the Germans. After losing the T-26 and ZiS-30, we quickly also lost a submachine gun squad, a BT-7 tank, and even the T-35. Seeing my position hopeless and rapidly dissolving, I ordered a retreat. Two squads of soldiers valiantly defended the escaping force and gave their lives so that at least some of us may live.
I make no apologies; the Germans brought superior firepower to bear on my forces that lacked proper anti-tank weaponry.
I gladly give my life for the Motherland.
The German players pushed their force forward very aggressively and were not afraid to engage in Close Combat using tanks against infantry squads. The Night Condition and the inability to conduct indirect fire meant the two Soviet mortar squads were unable to fire against German troops, and the Soviet tanks proved to have too slow a rate of fire in the armored engagements. Conflict of Heroes uses Action Points and Command Action Points to allow a unit to move or fire. Each unit gets 7 AP when activated. The Soviet tanks too from 5 to 6 AP to shoot, whereas the Germans took only 2 or 3 AP – meaning the Germans had double (even triple) the shot opportunities. In the end, the Germans not only were able to exit the documents (5 VP) but destroyed seven other squads/tanks for a total of 12 Victory Points. The Soviets were able to exit four units for a measly 8 VP.
This scenario shows the narrative power of the Firefight Generator. Built randomly, both sides built their force, altered the weather and visibility, and modified victory conditions. The RockyMountainNavy Boys and myself are getting much more familiar with the CoH system and event his involved battle was completed in a fast-paced and tense 2 hours.
The following handwritten note was found scrawled on the bottom of Prisoner 46001628’s letter:
Unexcusable! This coward could not even kill one German squad! He took a force that should have been sufficient to at least kill one German squad or tank and did NOTHING with it! SHOOT HIM NOW!