Operation Typhoon was halted. To the south Guderian failed to take Tula and to the north they were driven back from the Moscow-Volga Canal. The last drive up the Minsk-Moscow highway went as far as Burzevo. The “Final Spurt Towards Moscow,” below, provides a good account of the miserable experience it was for the German soldier. A few days later the Soviet counter-offensive would begin, leaving the spires of the Kremlin only an illusion in the eyes of men desperate for victory.
REFERENCES:
Final Spurt towards Moscow, Hitler Moves East. Paul Carell. Avalon Hill’s source materia and a harrowing account of Burzevo. Download.
Burzevo (also known as Burtsevo) Geo 55.54259, 36.99943.
Map of Burzevo here and Moscow and vicinity here.
Operation Typhoon. Wikipedia. URL.
Scenario A Burzevo card.
East Front Asides. The Avalon Hill General, Vol 16 issue 4. Jon Mishcon. Download.
Night Rules discussion. The SL List. Download.
AFTER ACTION REPORT
The Russians win by eliminating three 4-6-7 squads and destroying or immobilizing all German vehicles and the 88, or keeping them out of the confines of the village (rows I through Y inclusive) at game end.
Germans setup first, no STUGs may setup in woods or buildings. Russians move first. Five turns. Night Rules are in effect. CE T-34s may place Starshells by SSR. Scott is Allies and Monty is Axis.
GAME SETUP
Night Rule - Setup
Generally, only Armor Leaders may place Starshells from a vehicle (Q&A 49.6 & 76). The Russians cannot fire at or Overrun their targets unless illuminated, so placement ability is crucial. Therefore, the lack of infantry Leaders necessitates that normal AFV crews must have the ability. It also makes them vulnerable to German infantry fire.
German Comments
The Germans set up dispersed with their armor. The idea is that the small targets and motion will give them a lot of cover once the Russians show up. The 9-2 leader will use the DC to destroy as many T-34s as possible. The AFV/ATG/infantry are set up to support each other behind thick woods.
Russian Comments
The Russian T-34s are a cudgel and they will simply overrun or overwhelm their targets. Missing one turn of Starshells could cost the Russian player the game. The only finesse is positioning CE crews in NVR of enemy units for Starshells but not exposing to PBF or kill stacks. The Germans will have many opportunities to stun, immobilize, place/throw DCs and Close Combat the T-34s in this close-in fighting.
GAME TURN ONE
Night Rule #1
A Flamethrower kills an AFV on a 5/7/10, doubled for adjacent, open topped or CE (102.13). The wreck is automatically ablaze (97.5) and illuminates a zone within two hexes of the AFV, LOS permitting (67.5).
Russian Turn One Comments
Its 1941 and the STUG suffers from the 75* gun with poor TO KILL numbers of 4/6/7. The Russians position themselves to outnumber them at a range that denies the STUGs an Armor Penetration DRM > 1. They follow up with a series of low dice rolls against them. Better lucky than smart in Squad Leader.
German Turn One Comments
The German setup proved to be easy pickings for the Russians. They quickly moved against the wings of the setup. With many starshells, they illuminated all the possible targets. Good shots finished off three AFV with a bonus squad loaded on a halftrack. The Russian flame throwing tank can be a deadly weapon against that halftrack, so he ran over the wall to escape. The T-34 on the other side of the wall awaited. The Russians clearly have the drop on the Germans, but wouldn’t that happen normally.
GAME TURN TWO
Russian Turn Two Comments
The tanks close-in on the 88, while staying out of it’s LOS for now. Instead they just barrel into Buildings and Woods, trying to secure the flanks. The flame tank overruns a German ATR hex, setting the building ablaze and eliminating the squad and ATR.
Next they overrun the DC position, hoping the German will throw his Demolition Charge, incurring a +2 TO KILL DRM and subjecting the throwing hex to the blast too. They don’t take the bait and shake off the overrun, but the 9-2 loses his cool and breaks.
The tanks finish the turn in position to overrun the 88 next.
German Turn Two Comments
The Russian tanks overrun the left side of the German infantry position. Two squads are lost in the attacks. This means that only the 88 AA gun and one STG stand between the Russians and victory.
The Germans don’t take the situation lying down and counterattack. Two T-34s are immobilized, one T-34 is stunned and the Flame T-34 is blown up with a demo charge all by the infantry. It is time for the German armor and 88 to contribute to the defense!
GAME TURN THREE
Overrun Rule
Most play a gun is destroyed automatically when overrun (SQLA Conventions, 35.8). Alternatively, allow only on a KIA result on the IFT or the AFV ending movement in the overrun hex to destroy ordnance (48.64). This fits in better with the design concept of ‘one in thirty-six super good and one in thirty-six super bad’.
Russian Turn Three Comments
The four mobile T-34s overrun the 88, one pushing through woods outside the gun’s covered arc, and the others from the north, taking position against the remaining STUG.
German Turn Three Comments
The German 88 crews were somehow surprised at T-34 coming through the woods at them. The overruning tank took so long to get to the building that the 88 was able to get two shots off the charging tank. Both missed and the 88 and its crews were lost to overrun.
The STG is now the last hope. They “intensive” fire and kill one T-34. During the movement phase the STG tries to run past the encircling Russian Tanks and they are finished off. The Russians win.
AFTERMATH
Russian Final Comments
The T-34s are a blunt instrument that must be employed to overrun the infantry and overwhelm the STUGs. Failing to illuminate your enemy for even a turn can cost the game. The German infantry are close and capable of immobilizing, stunning, demolition charging and close combating your tanks - be afraid. However, the Russian must throw caution to the wind and aggressively attack his enemy - this is what makes the scenario exciting to play.
Burzevo was on my to-play list for almost fifteen years. Monty and I have been working through the Night Rules (although there are so many starshells it almost feels like day) and finally I had an opponent to play. It was worth the wait. I thought this scenario was great because of how utterly careless the Russian player must be to win. I would rate balance as favoring the Germans but that just means the Russian must push harder.
German Final Comments
The initial German setup was not concentrated. Then, the Russian armor raced out of the dark and was on them. The whole area was lit up immediately with starshells. As bad as that sounds, the Russian fire was accurate and quickly finished off three AFVs and one squad. The Germans were in a deep hole from the start.
An infantry counterattack in Turn 2 accomplished a lot. Four tanks were put out of action by that move, but it was too hard to come back from the bad start. It was not meant to be.
Perhaps, concentrating the armor in one area, with the 88 and screened by infantry, is the better setup. Even with that, I am sure the Russians will be on them instantly.
Thanks for the game, Scott. Well played!