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FOW – Heiligenbeil Pocket, February 1945

Posted on July 19, 2021

We played a day during the Siege of the Heiligenbeil Pocket, 8 February 1945. The Pocket was formed when the Soviets cut off Konigsberg in East Prussia from the rest of Germany. The scenario was designed from scratch using Chapter 11 of Prit Buttar’s “Battleground Prussia,” book as well as, several on-line sources. Even though the larger formations were readily identified, the exact strength of each side was simply “Heavily attrited.” As it turned out, none of us had the recent Operation Bragration book or cards, so we used Version 3 costs and capablilities.  (https://en.wikipedia.org/wiki/Heiligenbeil_Pocket)

Scenario:  We used the Fighting Withdrawal Mission from the Version 3 Rule book (page 183), where the attacker must seize fixed objectives, while the Defender must withdrawal platoons.Three objectives are placed but are also removed on certain turns. The scenario called for eight turn limit, which was extended to nine due to using a five foot, instead of four foot, wide table.

Situation:  Elements of the Soviet 29th Rifle Corps of the 48th Army are ordered to destroy the remnants of the German 131st Infantry Division and seize the town of Wormditt (Now known as Orneta, Poland).

Objective:  To win, the Soviets must take and hold one of three fixed objectives placed around the town of Wormditt before Turn Nine. The Germans must hold the objectives, while removing units starting in Turn 4.

Terrain:  As this battle took place along the Baltic Coastline, the terrain was flat, but dotted with cultivated fields lined with hedges. Wormditt, a minor town, was in the center of the table.

Forces: 

All units were built using the Version 3 “Desperate Measures” and “Berlin” Campaign Books.

The Soviet force consisted of four Hero Strelk Infantry Battalions (two Companies consisting of two reduced platoons), One Hero SMG Company (two Platoons), Two Companies of JS-2/43, One Company of T-34/85, one Company of T-34/76, One battery of 120mm mortars, Two Batteries of 76mm guns, One battery of 122mm Howitzers, 2 batteries of Katyusha rocket launchers, and Il-2 Aircraft. The Force totaled about 4800 points.

The German force was an odd collection of Wehrmacht Panzergrenadiers, Grenadiers, Volksgrenadiers, and Volkssturm platoons with 8cm mortars, one battery of 10.5cm Howitzers, and a battery of 15cm Nebelwerfer rocket launchers.  One battery of 75mm Pak40 Anti-tanks guns were placed in Ambush. The German total was around 2500 points.

Scenario Special Rules: 

  1. As this battle was known to be extremely brutal with no quarter given, no Platoon and Company Morale checks would be made. It was a fight to the last stand.

2. All units started in prepared dug outs.

3. All Germans are equipped with Panzer Fausts

4. All units are available on Turn One.

Narrative: 

The game literally started with a bang, when the Soviet Artillery Barrage to hit the German positions, killing several platoon’s worth of infantry and artillery, while pinning the survivors. The German response was muted when none of the German Artillery unpinned.

After several Turns of pummeling the German positions, the Soviets began their advance with the Js-2s on their right flank and two Soviet Strelk Companies advanced on the Left flank with Overwatch Fire Support from the T-34s. During the fire exchange, the Soviets were met with heavy MG and Rifle fire which decimated one of the Battalion Companies! 

By Turn 3, the Germans were already in desperate straits, many of the units were reduced to less than half strengths.  All the German could do was hold on and hope for better than average saving rolls. A couple of highlights included when the German uncovered his ambush AT guns in front of the Soviet JS-2s and knocked two out! The Soviet Commander was amazed when he rolled 1s and saw that the Lowly PAK40s could hurt his tanks. On the Soviet left flank, the forward deployed Volkssturm managed to survive the Firestorm and repel an infantry close assault. We joked that that unit must have contained Professors from East Prussia A&M and TODT engineers!

By Turn 4, it was all over, the Soviets had cleared the entire German defense line and were in striking distance of two of the objectives. All the German reserves were shattered and unable to move due to been pinned by the Soviet Artillery. After the Soviets mopped up, there weren’t many Germans to start marching Eastwards.

Conclusion:  This scenario had great promise, but several issues made the game lopsided.  With the Overwhelming power of the Soviet Artillery, the Germans could only stay dug-in and hold. The general lack of German AAA and AT guns also had sever effects on the outcome.

Lessons Observed from the Game Master: 

The Gamemaster severely underestimated the power of the Soviet Artillery!

  • GAC

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