Here’s another example of how determined ordinary Soviet infantrymen could be, especially in engagements with high symbolic value. In a book that he wrote, Marshal Chuikov describes an incident that allegedly occured during the Red Army’s assault on Berlin. A Soviet tank somehow got isolated during the street fighting for the city and was damaged by a German anti-tank round. All but one of its crew were killed. The surviving (though wounded) crewman kept working the main gun, loading and aiming and firing it by himself. When the main gun ran out of ammunition, or was wrecked by another enemy hit (I can’t remember which; I read the book a long time ago), the Russian soldier proceeded to fire the tank’s machine gun at the nearby Germans. When that ran out of ammunition, he started lobbing grenades out of the tank to drive off the Germans who were pounding on the hull and demanding that he surrender. A fresh Soviet unit finally arrived and forced the Germans to retreat. The Russian reinforcements got into the wrecked tank and found the last crewman inside. He was dying of his wounds, but he was holding a knife in his hand, ready to use it to make a final stand against any German soldier who had tried to enter the tank. After telling the other soldiers what had happened, his final words were supposedly, “Thank you, comrades, for not leaving my body in the hands of the Fascists.”
Russian Winter
-
Anyone notice that the Russian Winter is not acurately portraed in this? I’ve got an idea for a new rule based one it:
Every other turn, ground forces defending in a Soviet (or former Soviet) territory gain a +1 to all defending rolls. i.e. inf now defend at a 3 or less. This is to represent the other forces weakness during the winter months. I would lower the attacker’s attacking roll, but then inf would attack at a 0 or less? That doesn’t work. The Ukrane SSR is included in this rule. This rule can ONLY be used with RR and biding.
-
every turn is 3 months and you start in the spring so evey 4th turn its winter
-
maybe tanks move 1, because the roads weren’t very good in Russia during the winter.
-
there are expansions for wether.
-
AAAAARRGH!
I know that, in general, each turn is about 3 months, But if you realize that, in a bad game, the USSR can lose easily in 4 turns (and in a really bad game 2 turns[it’s possible])… don’t you think that we should really consider i1 turn 6 months?
If the game starts in 1942 …
6 turns makes it 1945 …
8 turns becomes 1946 …
12 turns is 1948 …
Waa cha tinkin?
-
Yea, 6 monthes makes a lot of sense.
-
Thanx for the support, D_x! :)
-
Tanks cannot move, Infantry freeze in there boots, Artillery doesn’t fire because it is frozen, aircraft cannot fly because of bad weather…. it would really have to encompass the whole spectrum… plus remember that the winter in russia is about 5 months long so it would really need to be fall and winter…
-
i play with the winter, infantry are effected also- need a pair of 1’s to get a hit. also spring means mud in russia so all axis tanks move 1 space instead of 2.