![blitzkrieg 3 start a game blitzkrieg 3 start a game](https://www.gamegrin.com/assets/Uploads/_resampled/resizedimage640346-311.jpg)
Could they turn the tide? Surely that train is a sitting duck? By turn four the Germans are firmly on the back foot, but then their tank reinforcements arrive (top right). The Polish train grinds forward and takes the German blocking force under effective fire. The Germans at the road bridge never recover from their initial drubbing and fall back. Three German units, including a 37mm anti-tank gun, are diverted to the rail crossing north of the bridge,īoth bridges are quickly in Polish hands. The Polish infantry also shake out into formation and cause significant casualties to the supporting German infantry. The puny 37mm on the 'Ursus' armoured car and the Polish anti-tank rifle team are quite powerful enough to penetrate the thin armour of the 2 leading German armoured cars, who have no chance to reply. The armoured train and its recce draisine move cautiously out of Zamosc station towards the rail bridge. This is the end of the first German turn - the Polish train and recce units are deployed (background), and the Germans have opted for a dash to the road bridge, which gets them onto the objective but with no chance to fire. I'll repeat the original map which inspired my battle. The background to this scenario, and forces for Blitzkrieg Commander, have already been described.
![blitzkrieg 3 start a game blitzkrieg 3 start a game](https://www.mmogames.com/wp-content/uploads/2015/12/blitzkrieg_3_screenshot_alpha_bunker.jpg)
A 4+ for the Germans and 5+ for the Poles might be better. This is a rare enough event in itself, and allowing just a 5 or 6 roll to allow the attack to arrive seems a bit mean - in fact, for the Poles, a 6 is required. I am considering making the arrival of an air attack more probable once the appropriate battle counter has been picked. At least, I use this rule, although the rulebook suggests it should only be used for France.Īt this point on the learning curve, keeping track of the various campaign special rules can be a problem, but this will improve. The Germans have the advantage of the Panzermarsch! rule, which means on one turn they can roll an extra D6 for reinforcements. However, the initial moves of this scenario proceed quickly, and reinforcements are soon arriving. Formations tended to march together, after all. I thought this not such a good rule - some command confusion is always welcome, but I felt the possibility of having units arrive in dribs and drabs a bit unrealistic. The rate of arrival of both German and Polish reserves is also diced for - one gets D6 units per move. I thought it was an interesting twist and meant the scenario would produce a different game each time. This a departure from the more usual procedure of deciding defenders and reserves first, then rolling for the arrival move of the reserves. The number of defending units on board at game start, and therefore the number of reserves which will arrive later, are decided by dice roll. 'Defence Line' is one of the 4 standard scenarios included in the core rulebook. All the Polish armour and anti-tank guns were destroyed. The HS-123 hung around for a strafing run but this had little effect.ĭespite significant German losses (20 /38), by German turn 9 the Poles had exceeded their battle ratingĪnd the game was over. The road junction fell shortly afterwards. Infantry, PzIIs and mortars hadĬo-operated well. The Germans suffered some casualties, but a timely air attack from an HS-123 turned the tide.Īs can be seen, the Germans managed to take the copse and associated ridge feature. Polish reinforcements arrive in the shape of three 7tps.Ī tank action develops in front of the rearmost ridge. The Polish 37mm by the road junction was quickly silenced. The 20mm cannons on the PzIIs are very effective against infantry and gun teams.
#Blitzkrieg 3 start a game plus#
The roll for the number of Polish defenders was reasonable: two anti-tank guns plus infantry were deployed, but there were still some empty trenches near the road junction. Objectives were the copse on the near ridge, the road junction and the church on the far ridge. German scout units plus the allowed 3 other units (in this case 3 PzIIs) have been deployed. The game was set up with the Germans attacking from the near baseline.