Saturday, 1 July 2017

WW2 Baltic Naval Campaign - Game 4 - Baltenflotte


Welcome fellow Naval Gamers to the fourth and final instalment of our 1941 WW2 Baltic Campaign, it's been an interesting journey with two draws and a German Victory in our first three games, how vital that loss would prove in this final game.

If you are new to the Campaign below are the links to the two previous games, I would suggest reading at least the first part as it contains the rules for submarines and mines.

Campaign-game-1 - Daily Patrol

Campaign Game-2- Shore Bombardment

Campaign Game 3 - Tallin Convoys

Baltenflotte North 
Historical Situation

In September 1941 the German Command was convinced that the city of Leningrad would soon be in their hands leaving the Baltic Fleet of the Soviet Navy, based on the nearby island of Kronstadt with a difficult choice. Scuttle the fleet, conduct a suicide attack on the German Coast or make a run for it to neutral Sweden.

To deny options 2 and 3 the Kreigsmarine sent a powerful task force including Tirpitz to the area to prevent any break out.

In reality a raid on Kronstadt by the Luftwaffe neutralised the fleet and no break out occurred, however I have blurred the lines a bit, bad weather has prevented the air attack and the Soviets are on the move.

The action in full swing 
Umpire Notes 1

This is a continuation of the previous three games and if you are following along you may have, due to losses in your games ended up with different fleet compositions.

Between games I use a very simple system to reflect damage repair, all damage and speed loss from the previous game is halved and for each turret / torpedo tube etc loss I roll a d6, 4-6 and the feature is restored, either repaired or not as badly damaged as first thought.

We played the game in a single day.

Game Map

12 x 6 table, each sq is the same size.

Russian Briefing 24th September 1941

Team Soviet on the,move
"After the costly yet relatively successful movement of our forces from Tallin to Leningrad things have continued to get worse, the port of Kronstadt just outside Leningrad is under threat and the Grand Soviet has been left with few choices.

We refuse to scuttle the fleet and a break out to the open sea would be suicide therefore it has been decided that the fleet will make for Sweden where it will be interned for use after the war.

The remaining ships of the Baltic Fleet will therefore leave Kronstadt at 0700 in three groups,

Group 1 contains two old Battleships and the older destroyers of the fleet, the brave sailors on these ships will slow down any German Naval units to allow Group 2 to escape. Battleship Murat and Battleship October Revolution, Norvik Destroyers, Lenin, Yakov Sverdlov and Karl Marx. Project 7 Destroyers Gnevnyi, Grozyashchi, Gordyi and Smetlivyi.

Group 2 contains the “modern” ships of the Fleet these are the ships we need to save, get them off table in square A5. The Heavy Cruiser Kirov, Destroyer Leader Minsk, Project 30 Destroyers Ognevoi and Stroniyi. Project 7U Destroyers Vlastny, Stoiky, Strogy and Storozhevoi.

Group 3 is a small sqn of 4 Destroyers who are to act as a bridge between the two forces and should act as a screen in any gap between Groups 1 and 2. 4 Project 7U Destroyers


A little bit of Soviet Air Power
You have 5 submarines to deploy which will be deployed randomly.

The three squares around the entrance to Kronstadt are mined everywhere else is free of mines, the mines are Russian and you may proceed as normal through those squares if you remain in a straight line, any turns will lead to a mine test.

You will receive some air cover and we have airfields still in our control in D1.

Roll 1d20 in the Air Phase you will receive 2 random Fighters on an 18, 2 Bombers on a 19 and 2 Torpedo Bombers with 2 Escorts on a 20."


Russian Victory Conditions

Stategic – Tirpitz Sunk

Decisive – One Battleship, the Cruiser and 7 Destroyers reach Sweden.

Tactical – The Cruiser and 7 Destroyers reach Sweden.

German Briefing 24th September 1941

"Following the evacuation of Tallin our Panzers have continued to march onwards further and further into the Hinterland of the Bolsheviks. The Soviet Fleet is bottled up on the Naval Base of Kronstadt, an island just outside Lenningrad,

That city is now under attack and will no doubt fall to the mighty forces of the Reich. An attempt to destroy the fleet by the Luftwaffe has failed due to bad weather and our Intelligence services now believe that the Russian Fleet will attempt to break out towards Neutral Sweden.

You have at your command one of the most powerful Naval Fleets put together by the Reich including the newly commissioned Battleship Tirpitz. Should the Soviet attempt a break out your mission is to destroy the Fleet before it gets to Sweden.

Although the deep water will be free of mines the area around the port is likely to be extensively mined. Intelligence reports suggest that there is likely to be extensive Soviet Submarine activity.

Baltenflotte South

It goes without saying that a badly damaged or sunk Bismark will see you in command of a horse drawn Latrine Unit on the Russian Front.

Your Forces are split into two,

Baltenflotte South contains the Light Cruisers Leipzig and Emden plus 4 older and smaller Destroyers (Z20, T4, T5 and T8)

Baltenflotte North contains Tirpitz, the PB Scheer, 2 Light Cruisers (Köln and Nürnberg) and 4 Narvik Destroyers (Z23, Z24, Z25 and Z26)

You will receive Luftwaffe support using normal rules. (Roll 1d20 in the air phase, 15 = 2 flights of fighters, 16 = 2 flights of fighters, 17 = 2 flights of Dive Bombers or 2 Flights of Torpedo Bombers, 18 = as 17 but 3 Flights, 19 = as 18 but add 2 flights of fighters and 20 = 3 Flights of Torpedo Bombers, 3 Flights of Dive Bombers and 3 Flights of Fighters."

Narvik synchro team

Victory Conditions

Decisive – Tirpitz has less than 20% damage and all Soviet BB and CA sunk.

Tactical – Tirpitz has less than 40% damage and all Soviet BB and CA sunk.

Marginal – Both Soviet BB sank and both Tirpitz and Scheer less than 50% damage.


1st shots fall close to Leipzig
Umpire Notes 2

Any surviving German ships you have not on my list should join Baltenflotte South, any Soviet Ships should join Group 2 if they are a Kirov Class, Destroyer Leader or a Project 7U / Project 30 Destroyer, anything else should join Group 1.

To deploy the Soviet Submarines I placed 5 yellow counters in a bag (representing the submarines along with the a green counter for each of the remaining squares on the table. Each time a German ship entered a new square I drew a counter to determine if there was a sub in that square (see game 1 for very basic sub rules), the counter was placed in that square and a new counter drawn next time a ship enters a fresh square.

I reduced the visibility early in the game to about half max range of Tirpitz and gradually increased it during the game.



AAR - How did we get on.

After the slow burn of game 3 this action was a lot more "explosive" and reached a conclusion in less than a YG days play including a Fish and Chip break.

With Baltenflotte South set up closer to the Russian ships they were in action first. However is was the Russians who had the first opportunity of the game, the larger German ships entered into a square containing a Soviet Sub, the Captain of that vessel saw Scheer in his periscope first, a quick calculation to get a firing solution and the fish were away.


Torpedoes Away
But it was a miss and the sub dived for cover.

With no other target in site the Soviet Battleships had opened up on the German Light Cruisers, Murat managed a hit on Leipzig, luckily for the crew it missed the ships vitals but left a bloody big hole in the superstructure. The other cruiser in the southern German group was not getting away with it either as Kirov had found the range on her and was causing damage. Emden in turn had picked on the Russian Destroyer Lenin taking out all three guns in one turn.


German Air Power (yes some are Italian not my fault someone brought the wrong box of planes !)
But the Russians were no having things their own way, the German Air Power rolls were spectacular for turns 6,7 and 8. A 19, 20 and 18 and these were to prove the vital dice of the game.

By turn 7 the visibility had increased and the Tirpitz had finally got sight of the leading elements of the Soviet Fleet. The Destroyer "Serdityi" was the unlucky recipient of the Battleships first ever salvo in anger, a ranging shot landed on the side of one of the turrets, a 15" shell and a destroyer don't mix well !

It was also the turn of the first air attack on the Soviet fleet, October Revolution was the target but she escaped damage driving off one attack with her AA and avoiding the second.



Turn 8 saw visibility increase again and now all the ships were visible to each other. Scheer opened up on the Kirov punching a hole in her armoured belt, Tirpitz switched targets to the October Revolution whilst the Soviet Battleships continued to put large splashes around the Leipzig.


German ship T4 sinks as the German Air Strikes go in.
Turn 9 was the start of the end for the Russians, some excellent shooting from Scheer saw Kirov hit multiple times in the belt, losing 10 knots of speed. There was a glimmer of hope for the Soviets as Minsk sunk the German ship T4, but the firepower of the old battleships, although accurate, was unable to penetrate the heavy armour on Tirpitz.

It was the big German Air Strike which was the big moment in the turn, the previous attack had been seen off, but this time there were three times as many planes. October Revolution was hit by one torpedo (narrowly escaping another 2) reducing her top speed by 10 knots. Murat was even more badly damaged, 2 torpedoes and a bomb hit stopped the old girl dead in the water.



Turn 10 was no better for the Russians, although October Revolution finally found one of the few bits of Tirpitz she could damage and Murat caused some reasonable damage to Scheer.

However on the flip side Minsk was badly damaged from close range concentrated fire from German Light Cruisers. Kirov lost her battle with the Pocket Battleship and sank from the effect of cumulative damage from 11" shells.

October Revolution felt the full force of the Tirpitz and her big guns, both rear turrets were taken out of action on the Revolution very quickly.


The end of Kirov
And that was the end, the Russian Battleships slowed by the previous air attack were easy prey for the German Destroyers and their Torpedoes. The game was up, with Kirov gone, the Russians had no chance of reaching any of their victory conditions and both Battleships were effectively dead in the water. The Soviets scuttled the Capital ships and those Destroyers who still could: turned for home at full speed. A straight up German Victory.


The final Torpedo attack
Final Thoughts at Campaign End

Well I have to say that we have had an enjoyable excursion in the Baltic and a theatre of operations that prior to me organising this I have to confess I knew little about.

It's a tough job for the Russians, their ships are considerably less powerful than the Germans and to win as the Russians you certainly need a spot of luck, the loss of the Heavy Cruiser Maxim Gorky in game 2 was the turning point for me, that extra large ship in the final game could have given the Soviets a better chance.

The Germans weak spot is their lack of light forces, if the Russians had chipped away a couple more of the Destroyers it would restricted the offensive capability of the Kreigsmarine in the later games.

But often it comes down to luck, three big air support die rolls turned the final game. Without those attacks it would have been much harder for the German Fleet and would probably have led to the loss of the Scheer.


The Germans sail away into the Sun  victorious.
So that's our 2017 Naval Campaign done. The Jutland Fleet will be on show in Derby. Next years campaign is yet to be decided but possibles are Aleutian Islands, Bismark or a WW1 Campaign. Thanks very much everyone who has followed our adventures.

Monday, 19 June 2017

15mm Project Minden - British Cavalry Complete

All six Regiments Parade.
Back in February 2015 I did a Review of the Blue Moon 15mm SYW British figures I had just purchased and later on in August of that year I put up a Post on the first unit I finished. Well here we are over 2 years later with the British Cavalry completed.

The Scots Greys advance through a Hamlet
I really like the cavalry figures from Blue Moon, especially the horses and I am extremely happy how the six units look in review mode. It's always great when you finish a small part of a larger (Minden) project and see the results displayed on the table.

The large part of the Allies Army (Hanoverian, British, Hessian, Brunswick etc) is complete with the main hole being my lack of Hanoverian Cavalry. I was hoping for a Blue Moon release of these troops but there has been nothing forthcoming so I have gone for Old Glory 15s, the only real option I could find. The first Hannoverian Regt is done with three more in various stages of completion.

Anyway, less talk more pics, here are the 6 regiments in detail,

Royal Horse Guards
1st Dragoon Guards
6th Iniskilling Dragoons
2nd Dragoons (Scots Greys)
3rd Dragoon Guards
10th Dragoons
Commanders
I will definitely be back to Blue Moon when I start work on building up my French forces. Currently on the gaming table is our Spanish Civil War Jarama refight but I am going to slot in a small SYW game next to get some of these figures in their first battle, look out for our refight of Kloster Kamp soon.

Thursday, 15 June 2017

WW2 Baltic Campaign - Game 3 - Tallin Convoys


Welcome back Naval gamers, one and all, to Part 3 of the Baltic Campaign. This is a continuation of a set of linked scenarios based on the conflict between the Soviet fleet and the Kreigsmarine in late 1941, a sideshow to the massive land battles of Barbarossa but fascinating none the less.

If you are new to the Campaign below are the links to the two previous games, I would suggest reading at least the first part as it contains the rules for submarines and mines.

Campaign-game-1 - Daily Patrol

Campaign Game-2- Shore Bombardment

Convoy ! Not a single Yorkie Bar in sight
Umpire Notes

If you are following the Campaign, I use the following system to determine the condition of any ship damaged in the previous game. Half any damage or speed loss and use that as the starting point for that ship for that game. Any turret / Torpedo Tube losses, I roll a d6 with a 50% chance that the equipment is now working again. The first two games have been relatively short with small forces involved. This scenario contains large numbers of ships and quite a bit of air power (which needs tracking) so there is no easy way to cover this quickly, to shorten the game you could reduce the number of Convoys and or distance travelled.


Team Germany Part 1
We probably played this over three full days, which I appreciate is a long time, however followers of YG will know that we are blessed with a permanent set up so we never actually rush stuff, added to that we have a Fish and Chip lunch to fit in. Our group also have a sickness record on a par with the British Army in the Crimea so this ended up being on the table for about 6 weeks !


Air Power plays a large part in this game
Game 3 Historical Background

I must give a big plug here for the Command at Sea PDF Baltic Arena which can be downloaded from the Wargames Vault for a fee, which even if you don't game is still a fantastic source of information on this neglected theatre of the war. This scenario is very much inspired by the one in the book.

It's August 1941 and the German Forces are sweeping forward on land, Operation Barbarossa is still in full swing. As the advance has progressed the Soviet Navy has proved itself to be very useful in evacuating troops from various ports, the Germans however have noticed this and a number of Air units have been moved to the area to counter their actions.


Convoy No 1 leaving Tallin
In early August the Germans had reached a position some 50 km east of Tallin and therefore had cut off the supply lines from Kronstadt and Leningrad. The Soviets still had a large fleet of warships and transports available in the area to supply or evacuate their troops by sea. To stop this the Finns and Germans had laid extensive mine fields in the area.

On  August 27th, the Germans breached the defensive positions of Tallin and entered the outskirts of the city. The next day, the Soviets began to evacuate as many people as they could from the area, with priority given of course to Communist Party assets and personnel. The Soviets assembled ships to depart Tallin in seven groups:  the main battle force, four convoys, a screening squadron, and a rear guard squadron. The evacuation of Tallin by the Soviets would not be an easy undertaking, the Germans had anticipated such a move and were waiting.

So the scene for our game is set, it's 11am on August the 28th 1941 and the first Convoy has just left the harbour en route to Leningrad and relatively safety, but it's a long long way to go.


The table is set
Game 3 Set Up Map



The table is 12 ft by 6 ft, all the squares are the same size and were marked out with thread stretched across the table.

We gave all our transports a top speed of 20 knots which is high I know but we wanted a reasonable amount of movement for them to keep the game moving.

In Campaign turns we counted each game move as 10 minutes of Campaign Time.

I didn't have enough Minesweepers so ended up using some Italian Patrol Boats as substitute, I'm sure someone will have spotted this already.




Russian Briefing 28th August 1941

The German Land Armies continue to press our front lines back and our major Port of Tallin is under siege. We have no other option but to evacuate the port and move all the ships and personnel East to Leningrad.

Your Naval forces have been organised into 4 Convoys, each containing a number of Transports and supporting vessels, it is 11am and the 1st Convoy has just cleared the port entrance and the remaining forces will leave over the next few hours.

There are also 3 Naval Combat Sqns which are due to leave the port this afternoon.



Your mission is to get as much tonnage as possible over the finish line (yellow markers in D2) however due to your recent losses you need to try and save as many combat ships as you can, Kirov especially, there are only 4 Destroyers and 2 Battleships not committed to this operation.

You have 2 submarines to deploy in columns B to D, inform the umpire before the game begins.

Our Intelligence believes there will be extensive mining in the area.

You will receive some air cover and we have airfields still in our control in D1.

Soviet Fleet

After the first Convoy leaves the Game Clock moves on at 10 minutes a turn, each Soviet Ship Group is given a depart time below, this is the expected departure and is varied as follows,

Beginning 20 minutes before departure time for each group of ships, and every turn after (until released), roll 1d6. Taking Convoy 2 as an example, which is due to depart from Tallin at 13.00. At 12.40 a 6 releases the ships early, at 12.50 a 5 or 6 releases, at 13.00 it's 3,4,5,6, anything but a 1 will see them away at 13.10 and then regardless they leave at 13.20.

On table turn 1 in sq D8 is Convoy 1

Destroyers - Surovy and Svirepy (Class 7U)
Minesweepers - x 3
Transports - x 8 with a total tonnage of 20,000


Convoy 2 is scheduled to leave Tallin at 1300 hours

Destroyer - Karl Marx (Novik Class)
Minesweepers - x2
Transports - x 7 with a tonnage of  10,000

Convoy 2
Convoy 3, expected departure 14.00,

Destroyers - Lenin and Yakov Sverdlov (Novik Class)
Minesweepers  - x 3
Transports  - x 9 with a tonnage of 20,000

Screening Force, expected departure 14.20

Destroyers - Minsk (Destroyer Leader), Skorkyi and Slavny (Project 7U Class)

Main Force expected departure 14.50

Heavy Cruiser - Kirov
Destroyers  - Ognevoi, Vlasny, Gordyi and Smetivvyi (Project 7 Class)


Convoys 2 and 3 in motion
Convoy 4, expected departure at 15.20

Destroyers  - None
Minesweepers  - x3
Transports - x 7 with a tonnage of 12,500

Rearguard, due to depart from Tallin at 15.30

Destroyers  - Silny and Serdityi (Project 7U Class), Grozyashchi and Gnevnyi (Project 7 Class)
Plus all surviving Destroyers from games 1 and 2 that have not already been allocated.

If you are playing along remember to remove any losses from the above orbats.

The rearguard accelerate away from Convoy 4
Russian Air Power (all from airfield in Sq D1)

2 flights of 6 MiG 1 Fighters
2 flights of 6 I-15 Fighters
2 flights of 6 I-16 Fighters
4 flights of 6 Ar-2 Bombers
2 flights of 6 DB-3B Torpedo Bombers

The Soviet Commander may request any of the flights as support in the air phase of a turn, the umpire will roll a d6 for each flight requested with the planes being released for operations on a 3 to 6. Once airborne the planes take one turn to enter the table, they then operate as normal. Once their mission is complete they will take 1 further turn to land back at base. They will then be unavailable for 6 turns as they refuel etc prior to the planes being added back into the ready pool.



German Briefing 28th August 1941

The advance of the Wehrmacht continues unabated, the front line has moved forward dramatically over the last few days and the vital Port of Tallin (D7) is currently under siege. The Soviets have large numbers of ships and resources in the Port and an evacuation is believed to be planned for today.

We have limited Naval Forces in the area although lead elements of the Baltenflotte may arrive this afternoon if you decide to commit them, most of the work today will need to be done by the Luftwaffe. We have three operational airfields in A1, A4 and A7.


Row 3 and Row 6 have been extensively mined, if you travel through these rows you must keep a straight line or be subject to potential mine attacks.

Our Intelligence suggests that we are unlikely to find any Soviet mines but there are submarines operating in the area.

Although losses have been light so far in the campaign, light forces are limited. Destroy as many of the transports as you can but avoid ship losses.

German Fleet

On table at the start of the game in square A6 are all the remaining Destroyers and Torpedo Boats from games 1 and 2, so we had

Destroyer - Z-20
Torpedo Boats  - T2, T4, T5, T7, T8

If you are playing along remember to remove any losses from the above orbat.

Reinforcements

The Germans may request the Scheer Taskforce at any time however it is not available until 14.00, when requested (from 14.00 onwards) roll 2d6 needing a 12 to release the ships, minus 1 from the total required each turn. They arrive in sq A8. The Taskforce consists of,

Heavy Cruiser (Pocket Battleship) - Admiral Scheer 
Destroyers  - Z24, Z25, Z26, Z27

Taskforce Scheer
German Air Power

At an Airfield off table by square A1, 3 Flights of 6 Buffalo Fighters and 1 Flight of 6 Blenheim 1 operated by the Finnish Airforce.

At an Airfield off table by Square A4, 1 Flight of 6 MS406 Fighters and 1 Flight of 6 Fiat G50 Fighters both run by the Finnish Airforce. 6 Flights of 6 JU88-A4 Bombers.

At an Airfield off table by Square A7, 2 Flights of 6 Hawk 75 Fighters (Finnish) and 2 flights of 6 JU88-A4.

The Germans have 2 Flights of 6 Bf109-F2 Fighters and 3 Flights of 6 JU87D-1 in reserve and these can be used on a like for like basis when a flight is lost in combat.

All aircraft requests go through the umpire in the Air Phase of the turn, the umpire will roll a d6 for each flight requested with the planes being released for operations on a 3-6, all Finnish Flights are subject to a minus one on their roll.

Once released, planes arrive on table one turn later, operate as normal, then take one turn after leaving the table to land. They are then unavailable for 6 turns as they are refilled etc.


German Land Forces

The Germans have 2 batteries on the Cape Juminda headland. One has three guns the other 4. It very much depends on how your rules work. We basically treat them as a stationary Destroyer but much harder to hit.

Victory Conditions

This is all about the transports, once over the safe line (the red line in row 2 of the map) the Russians can add the tonnage of that transport to their saved tonnage total.

Total Convoy Tonnage = 62500
German Decisive Victory = less than 20,000 tonnes make safety
German Tactical Victory = less than 30,000 tonnes make safety
Russian Tactical Victory = more than 35,000 tonnes make safety
Russian Decisive Victory = more than 40,000 tonnes make safety.


How did we get on ?

With ships, lots of aircraft, extensive mine fields, shore batteries and gamers throwing dice there was always going to be something going on, so here is my timeline of the events.

11.00 We are off

11.30 The first air attacks go in, the Germans on the Convoy and the Russians on the land based batteries. Damaged is caused to the transports but they are all going forward, for now.

12.30 The first big event occurs when one of the Land Batteries causes a fire on the Soviet Destroyer Svirepy which rapidly spreads to the Ammunition causing a large explosion, sinking the Destroyer and also a Convoy ship which was alongside. Convoy 1 enters the first minefield in row 6.


12.40 Transport L5 is the first to find a mine whilst two of the Minesweepers now have fires on board.

12.50 10 minutes early Convoy 2 sets off. The Destroyer Surovy hits a mine but escapes with minor damage, the 2 Minesweepers sink, unable to control their fires.

13.00 Surovy runs out of luck hitting a second mine in two turns as Convoy ship L11 breathes a sign of relief as it hits a mine but it fails to go off.

13.20 All the escorts for Convoy 1 are now sunk leaving 5 transports vulnerable and exposed.


13.40 The German ships launch a torpedo attack on the front Convoy, it sinks two and damages a third. The Germans put a request in for the Scheer Taskforce.

14.00 The first good news for the Russians as their bombers silence the German Land Batteries.

14.20 Comedy moment when the Finnish MS 406 Fighters attacked the Russian Ar2 bombers and the Fins after some "interesting" dice rolls lost the "dogfight".

14.30 The MS406 Fighters try again against the Ar2s and lose again, it's back to base for the Fins with their tales between their legs. An Air Attack goes in on Convoy 4 sinking a transport, whilst two Merchants hit mines, both of which are duds ! Questions needed to be asked back at the Mine Factory in Germany, I think.


14.50 Convoy 4 is on the table but at the other end the last ship of Convoy 1 is sunk just 50 cms from Freedom.

15.20 A rare Russian Air attack on the German ships fails to hit the target.

15.40 Taskforce Scheer arrives and engages the Kirov.

15.50 Kirov gets the range on Scheer and gets a penetrating deck hit.

The Russian ships sticking to the swept lanes.
16.00 A mass German Air attack of 48 Ju88s causes extensive damage to Convoy 3. Leningrad and 3 other Russian destroyers attempt a high speed run through an unswept area of Mines, the luck holds initially but Leningrad hits a mine losing 15 kts and sets on fire. Scheer takes a turret out on Kirov but takes hits in return.

16.10 Gradually throughout the game the German destroyers have been taking steady damage which is now taking effect on their operational capabilities and with their torpedoes spent and Scheer taking damage the Germans make smoke and turn for home ending the game, knowing that their ships will be needed again soon in game 4.

The Russians managed to get 33,500 tonnes home safely, after all that, it's a draw.


Afterthought

A really interesting tactical match up, as a Russian player you have to get into the mind set of losing ships (and lots of them). Convoy 1 is in for a real kicking what ever happens but as more and more Soviet ships arrive on table the German ships become more and more vulnerable to a point where at the end the Russians where on the offensive.

So of the three games we have had two draws, will the heavy defeat for the Russians in game 2 cause problems in the final game of our Baltic Campaign ? Tune in soon too find out.