Sunday, July 20, 2025

Our Ponyri Games - SaP11 The 11th Hour, SaP9 Schoolhouse Rock, SaP5 Recovery Day, and SaP3 For the Fatherland!!!

It's July and clearly it was time for Dan Best and I to jump into MMP's newest HASL - Slaughter at Ponyri. Throughout the years, July has always meant battles in Sicily, Normandy or Kursk. But now...now we get to include the northern sector of the Kursk Campaign...Ponyri. Over the years, I have focused my Kursk studies on the southern front with particular emphasis on the activities of Panzer Division Grossdeutschland. 





My own primary source material on the fighting at Ponyri is Kursk 1943 The Northern Front by Osprey. I have yet to read all the way through it, but will make it a priority as Dan Best and I play through 4 SaP scenarios over the next four days. 

Dan is currently preparing for his third tournament of the year, which will be in St. Louis at the end of the month. As a result, these four Ponyri scenarios will be the final games for us in July. Dan was very successful in St. Louis last year. I hope this year will be equally good for him. 

It was my turn to pick scenarios, so decided that playing four of the Ponyri scenarios would help us break into the pack and each of the four scenarios I selected use a different map. We will get to play on four of the maps across the four scenarios. We decided to alternate who would be the Germans. I will be the Germans on Thursday and Saturday and Dan will be the Germans on Friday and Sunday. It will be great to experience both nationalities in this epic battle.


Dan and I both play HASL scenarios very rarely. Playing Cardboard via SKYPE (TEAMS now) doesn't always lend itself well to large scale HASL scenarios. The big boys are usually best played face to face. So, I would select four smaller sized scenarios that will be play easily remote with boards. 

At first glance the maps are very reminiscent of the boards in Twilight of the Reich. Lots of rubble, debris and of course rail lines all over the place. Unlike the southern front fighting, Ponyri will be much more of an urban slugfest. 

I won't lie...I'm not a fan of those kinds of scenarios. Slugfests are just not my thing. Give me a Board 4 environment every time with combined arms and the ability to maneuver. I just really enjoy that kind of ASL. 





Our first scenario, played on Thursday evening would be SaP11 The 11th Hour. This is a straight up infantry fight with no AFV's. The Germans are attacking and have to secure 3 of 4 possible victory buildings. It's a serious urban fight and the Germans are attempting this with a 2 ELR...seriously...a 2 ELR for the Germans!?! Not sure I understand that, but must assume that the scenario designer, Chas Smith had some historical context for the decision to give them a 2 ELR.

This scenario utilizes Map SaP C. 


As the defending Russians, Dan would command elements of the 9th Guards Airborne Regiment. His force would consist of 8 x 4-5-8's and a 2-4-8 led by a 9-2 and 8-0 with an MMG and 2 x LMG's.


As the attacking Germans, I would command elements of Panzergrenadier-Division 19 and Division Bataillon 292. My force would consist of 7 x 4-6-7's and 6 x 4-4-7's led by a 9-1, 8-1 and 2 x 7-0's with 2 x MMG's and 3 x LMG's. Hardly a force that is going to root Russian 4-5-8's from stone buildings...yeah...not going to end well.




NOTE: For the first scenario I utilized my Iphone 16 Pro for the pictures...won't do that a second time.



For my attack, I opted to have a single 4-6-7 cover my left flank while my main force went up the middle to try and take the 3 locations in a row. I just couldn't see how I could split my force to go after that far left location.



Turn 1 German - would be a total disaster and frankly ended the game. Dan would roll 2 back to back snakes and then a final snakes in Close Combat (creating an 8-0 leader in the process). 


I won't lie and Dan knows this to be true...when I get snaked in the very first rolls and suffer big losses...well I kinda check out of the game. Much like the real thing...if 30 guys are KIA'd before at the start of an attack...yeah...most attacking units will pause, regroup and reassess the attack or the efficacy of an attack. Personal ELR is so tough in this game. And honestly, I was ready to concede the game right there. I had lost 2-1/2 squads dead on the field for no gain and Dan had created an 8-0 in my grill. I only 4-1/2 more squads than Dan and his 8 morale (5 ELR) dudes were in +3 TEM Terrain with rubble and debris adding to their protection. The only reason I didn't concede was that were blogging this weekend's games and I wanted to have something to blog. Pathos blogs well...





The Close Combat loss with snakes and a leader creation was tough. I had been diced hard in the very first turn. Three snakes over the course of maybe 8 rolls was tough to swallow. I had not done anything risky...advance phase adjacent in cover and didn't matter...I was still KIA on the field. 

"Dude...did you see Franz and his squad just go down?" "Yeah...Paul's squad also got wiped out."


Turn 2 German - I went back to work. I got some luck and broke the Russians in my front. Dan would also MALF his MMG. This was a relief that gave me some daylight.

Zeit fur das PAYBACK Ivan!!!



Well...not too much payback...but I was getting close to taking my first victory location. Dan's 9-2 had broken and routed to the second building. This was a good thing for my Grenadiers!!!



The Russians are stealthy in this scenario. Dan loves Close Combat and nothing is better than hand to hand. He would get ambush every single time and needed a 7 or less to KIA me. Another squad gone - 3-1/2 KIA'd by Turn 2.




After much blood and toil, I had finally secured my first victory location. My Grenadiers were not doing well though. They were missing nearly every morale check and 3-1/2 squads were already dead on the field to a half-squad of Russians up to that point. With only three movement phases left. It was pretty dubious that I would succeed in taking two more locations.



Turn 4 German - I began my assault on the second victory location.



ASL can be a very chaotic game at times. My grinding assault was being hammered by a stout Russian defense...but then...the German Sniper would KIA Dan's 9-2 and break the boys with him. Just like that the second victory location was in reach.



This one is for you Advanced Squad Leader Academy!!!


The German sniper would be my most effective asset and successfully break a 4-5-8 over on the left. I would send my flank defending 4-6-7 to check out the neighborhood and see if there was a chance of taking that victory location. Dan's brokies would rout to the 3rd Victory Building and left behind a 4-5-8 to hold off my Grenadiers. This 4-5-8 would fall back and recover the abandoned MMG. And in Close Combat, my 4-4-7 and the 4-5-8 would both be KIA'd in hand to hand mutual elimination. I had my second victory location.




As Turn 5 came to a close...I gave the concession. My effort on the far left had met with disaster as my 4-6-7 was broken when Dan rallied in my face. I had taken 2 of the 3 victory locations needed to win...but I was out of gas and Dan's had plenty of force in the third victory location. I wasn't interested in watching more of my Grenadiers getting mowed down for no gain. 


Dan's Russians had the win!! Dan would take the first victory in our four game series!





Our second game, played on Saturday would be SaP9 Schoolhouse Rock (designed by Matt Zajac). Dan and I would switch sides with him as the attacking Germans and me as the defending Russians. This would be the first combined arms action with Dan having three tanks to try and take a fortified building. 


As the attacking Germans, Dan would command elements of Bataillon III, Grenadier-Regiment 508, Kompanie 1, Sturmgeschuetz-Abteilung 244 and Kompanie 2, Panzer-Abteilung18. His force would consist of 2 x 5-4-8's, 4 x 4-6-8's and 4 x 4-6-7's led by a 9-2, 8-1, 8-0 and 7-0 with an HMG, MMG, 2 x LMG's, 2 x DC's and a STUG, MKIV and MKIII.


As the defending Russians, I would command elements of 3rd Battalion, 1023rd Rifle Regiment. My force would consist of 2 x 4-5-8's, 5 x 4-4-7's, 2 x 2-3-7's and a 2-2-8 led by a 9-2, 8-1, and 8-0 with an MMG, LMG, ATR and 45LL AT Gun.

The Germans win this scenario at game end by controlling building U67. Dan and I were confused about the German entry on Turn 1. It reads: enter Turn 1 along west/north/east edge(s). I had assumed that the Germans could attack from one or all available sides. Dan didn't think so as the language didn't say and/or...etc. But looking at "edge(s)" would make one believe that the Germans could come from all available sides.


Dan's Schwerpunkt would come from the west side. 





Turn 1 German - Dan moves forward without too much drama. My 4-4-7 in S70 had an 8-2 shot and rolled an 11. Then a 4-2 and rolled a 9.


The German Turn 1 advance had been good. A Russian 4-4-7 was eliminated and the Russian 45LL AT Gun had been revealed and bounced a few shots off the MKIII.




My OBA landed, but I rolled an 8,8, and a 9 for no effect. I was already lamenting my dice rolls early in the game.

Turn 2 - things would become very interesting for both sides. I would break my 45LL AT Gun, so Dan would move his MKIII...but he showed his rear to my 4-4-7 and 8-0 with the ATR upstairs. I got a hit and a kill. Then the STUG attempted to move forward out of the OBA. Start up went fine, but the next hex it would be knocked out. Dan's infantry came on and succeeded in placing a DC to make a breach. 

Knocking out a MKIII with an ATR shot doesn't happen every day.


Then disaster as my OBA struck and would devastate the German attack. A 5-4-8 would snake their MC and go fanatic and create a Hero, but all the other German squads would break and/or casualty reduce. The attacking German squads in the south would also be broken except for a half-squad. 

My offboard observer had done a great job and his fire mission would stop the German assault.



But the damage wasn't confined to my OBA. My Sniper would KIA the German 9-2 and shatter the kill stack with the MMG and HMG. For the second game in a row, my sniper would take out my opponent's 9-2. This was a hug hit and would leave the Germans with only an 8-1 to try and rally everyone.




Honestly, the turn in events was shocking. I had thought that the Germans were going to overwhelm me and suddenly, the OBA, the sniper and other lucky shots would completely throw back the German attack. 

My boys had successfully put down enough firepower to blunt the German attack.



Final picture as Dan's final attempt to advance met with more breaks and losses. At the end of 4 turns, Dan gave the concession and my Russians would hold on for the victory. 

After two games:

  • Dan and I were one and one
  • Russians were 2-0
  • Defender was 2-0

Initial observations - the attacking Germans lack the infantry support to take fortified objectives.



Our third SaP scenario, played on Saturday would be SaP 5 Recovery Day. This scenario is played on the SaP N map sheet. The Russians must take control of at least 12 buildings numbered 21 or less. There are 27 possible. Additionally, there are two immobilized Ferdinands that if destroyed are each equal to 3 buildings. YIKES. This is also the only of our 4 SaP scenarios to have Ferdinands in the OoB. This is also the only of our 4 scenarios that has the Russian Player attacking. Dan would be the Russians in this one and by luck of the draw will be attacking 3 times vs. one time for myself.


As the attacking Russians, Dan would command elements of 1023rd Rifle Regiment. His force would consist of 3 x 5-2-7's, 15 x 4-4-7's, 4 x 3-2-8's and 2 x 2-2-8's led by a 9-1, 8-1, 8-0 and 7-0 with 2 x MMG"s, 2 x LMG's, 2 x ATR's, 2 x DC's, a 50 MTR, a 76* INF Gun and a 45L AT Gun.


As the defending Germans, I would command elements of Grenadier-Regiment 508 and Schwere Panzerjaeger-Abteilung 654 & Panzer-Division 18. My force would consist of 13 x 4-6-7's and 3 x 4-4-7's and a 2-2-8 led by 2 x 9-1's, 2 x 8-0's, and a 7-0 with an HMG, MMG, 4 x LMG's, 2 x Ferdinands, a 75* INF Gun and 4 x MKIII's.


Well...disaster strikes...As I was downloading 9 pictures for the AAR, Blogger kept giving me an error, then my wife interrupted me and suddenly I lost all 9 pictures...unbelievable...after all the effort and work...gone. This is the third time in the history of the blog that I have lost photos for the AAR's. And it never gets easy to accept. (My apologies to Pete Shelling...I was really hoping to give your scenario a great AAR.)


Okay...so we find ourselves at Turn 4 of the game. Dan had sent two squads on the east flank. They were eliminated and the Germans moved to support their brothers in the west who were being wiped out by Dan's Russians. At this point in the game, Dan had secured three buildings and was going after his first Ferdinand with a DC. Earlier in the game both Ferdinands secured a hit against advancing Russians. One hit the 8-1 w 2 squads and the other hit the 7-0 with 2 squads. Everyone broke and fell back to the south edge. This was the critical moment in the game. As Dan's infantry were seriously impacted by those breaks.


All told the Ferdinands would land three good hits that resulted in 5 broken Russian squads.


As Dan attempted to rally up his brokies, my grenadiers came over the rail line to keep up the pressure. Dan's 45L AT Gun fired multiple shots at one of the Ferdinands...but all the shots bounced. He would successfully place a DC on the other Ferdinand while his other squads pursued a German brokie towards the north.




DC takes out the first Ferdinand.


Turn 5 German - my reinforcements enter with the goals of stopping any further Russian movements to the north and to take back the 3 buildings on the west side.





I succeeded in taking back a building an generally getting into position. One Ferdinand was burning and the other was in Melee with a bevy of angry Russians.


As Turn 5 concluded, I had checked any further north advance, was taking back a building on the west side and had a good defensive screen to protect the village to the east.





Dan would place a DC on the second Ferdinand. It would knock out the Ferdinand, break the Russian 4- 4-7, wound the Russian Hero and my bailed 1-2-7 crew had survived and was ok. 


The Melee of the German Ferdinand Crew against the broken 4-4-7, wounded Hero and a 6-2-8 would end with both the German 1-2-7 and Russian 4-4-7 KIA'd.





As we entered the halfway mark of Turn 6, Dan gave the concession. He had accomplished what he really wanted to in this scenario which was the destruction of both Ferdinands. His Russians would end the game with 8 of the 12 victory points needed to win. It had been a mentally tough scenario for both of us. There is a lot going on in this scenario and it is a very technically challenging scenario to play. Bring your A game both with rules knowledge as well as tactics. At first glance, the Russians appear to have an overwhelming force...but as our game showed, it wasn't enough to overcome the persistent and lucky German defense. Additionally, the German reinforcements are very powerful and if the Russians have lost too much punch, they will be hard pressed to stop the German counterattack. 

So, Dan and I have one scenario design complaint to make, which is one that comes up frequently. Dismantled Weapons -- too often the designers take away the choice of the Player to dismantle or leave his Support Weapons assembled. By rule, the Player can start the game with Dismantled Support Weapons. Conversely, the Player cannot begin a game with assembled weapons that start Dismantled. Personally, this forced mechanic takes away Player choice and in games like this, where the Russians are entering the game at a point of contact with the German lines...it seems like the Player should be entitled to make the choice. Just our opinion of course, but allowing Players to control their choices in line with the rules seems like the right course to sail. Having said that, Dan and I really did enjoy this scenario. 


So after three SaP scenarios:

  • Dan had 1 victory and I had 2 victories
  • Germans had 1 victory
  • Russians had 2 victories
  • Defender had 3 victories


Our fourth and final SaP scenario would be SaP 3 For the Fatherland. For this first time, our map would include the famous Ponyri train station. I would be the defending Russians against Dan's attacking Germans. Dan would be attacking for the third time in a row. This would be another Pete Shelling design. Promise to do better on the AAR!!!


As the defending Russians, I would command elements of the 1019th Rifle Regiment, 307th Rifle Division. My force would consist of 12 x 4-4-7's and 2 x 2-2-8's led by a 9-1, 8-0 and 7-0 with an MMG, 2 x LMG's, an ATR, a 50 MTR, 24 Mine Factors, 4 x Barbwire, 4 x T-76's, a 76L ARTY and a 45L AT Gun.



As the attacking Germans, Dan would command elements of Grenadier-Regiment 507, Infanterie-Division 292. His force would consist of 4 x 5-4-8's, 9 x 4-6-7's, and 3 x 4-4-7's led by a 9-1, 2 x 8-1's an 8-0 and 7-0 with an HMG, 2 x MMG's, 4 x LMG's, a Flamethrower, 2 x DC's and either 2 x 105 STUG's or 2 x 75L STUG's with a 9-2 Armor Leader.



Our final SaP scenario would finally include the Ponyri Train Station. It would be a fitting conclusion to our four game weekend! 


Turn 1 German - Dan would send half-squads around either flank. On my right, my tanks would break both the assaulting half-squads. My T-70's would really give good service during this game. My minefields would slow down the primary assault by the Germans.


Getting flamethrowers into action can be difficult and Dan's would meet with total disaster. The 5-4-8 with the flamethrower advanced into a minefield hex...I rolled snakes and KIA'd the squad and then a 1 to destroy the flamethrower. Just like that, Dan was minus a significant and needed asset.




Despite the trouble with mines, Dan's boys had significant firepower and were getting breaks on my boys.


Turn 2 - Dan brings on the two 75L STUG's with a 9-2 and 8-1 Armor Leader. At this stage, I had already MALF'd two of my T-70 MA's. And I still had one more MALF in me. On the other hand, Dan would get an endless buffet of rate of fire with his HMG/MMG Kill Stack and break nothing the entire game.




Dan's STUG's rolled into the fray. My 45L AT Gun would fire and miss with a 10. Then the German Sniper would break the crew and no more 45L AT Gun. My 76 ARTY would MALF and then I would toss it with a "6" Repair dr. Between my dice and Dan's dice...I was f'ng encircled...



My AT assets were pretty much gone. But Dan's STUG's were taking their time eliminating my armor.




Dan mad another sweep towards my left flank and I managed to break up that attack. Dan's Sappers were busy clearing away some mines.




My defense was hanging in there, but I could feel the walls closing in on me. I wasn't getting strong hits on Dan's grenadiers. His HMG/MMG Kill stack was smacking me around and I wasn't rallying my brokies. Dan was getting his brokies back in the fight much faster.


Turn 5 - Dan made a very strong push and I was hard pressed to stop him.




So...the final picture...I conceded shortly after. We were going past three hours...it was Sunday night...I had to finish this blog post and get ready for another week of work...so I was losing steam for continuing the fight. All of the Ponyri scenarios were exhausting to play. Tough tough scenarios that all took a lot of thought and focus. Dan's dice, which can be very tough to play against at times...went hard core on me. The STUG with 9-2 Armor Leader would knock out my final two tanks in the same phase (critical hit on one of them) and then with his third rate of fire shot break my mortar squad. The other STUG would rolls snakes and annihilate my boys it the southernmost hex of the Ponyri train station...so much for being fortified. The writing was on the wall...I was exhausted and Dan was dicing me, which is never fun. So, I called it a game and conceded. Ponyri was over.

After four SaP scenarios:
  • Dan had two wins
  • I had two wins
  • Germans had two wins
  • Russians had two wins
  • Defender had three wins
  • Attacker had one win

My congrats to Dan on finally getting an attacking win in Ponyri. As our four games showed...that was no easy task. Dan and I had a great time playing through these scenarios. It was a great weekend!



That's a wrap on our Ponyri adventure!! 

Dan and I will be off next week as Dan heads to St. Louis for their excellent tournament!

Good luck Danno and give'em the Schwerpunkt!



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