I am currently about halfway through the Bashnya or Bust! late war eastern front scenario pack for IABSM, with fifteen out of the thirty-one scenarios completed i.e. stages one to four in the pyramid. This AAR is a report on the playtest game for the first scenario: #01: Near Osen. You'll be pleased to hear that all went well, and the only change needed was a minor adjustment to the number of Blinds each side can bring on to the table at any one time.

Bashnya or Bust! is set in late July/early August 1944 towards the end of Operation Bagration. The Soviets are heading for Kaunas, and one route there takes part of the Red Army through the Chera Valley. There, the newly-arrived-from-Normandy 30th Panzer Division and 1001st Infantry Regiment will try and not only stop them, but push them back out of the valley for good.

NB those of you who have played any of the Blenneville or Bust! scenarios will have spotted that the Germans that fight in Bashnya or Bust! are the same ones that fight in Blenneville. Slightly different equipment and OBs, but same unit insignia, albeit updated by my newly acquired graphic designer person. Means you can use the same cards/chips!

Bashnya or Bust! is, as befits the Eastern Front, a bit more...shall we say 'extreme' than Blenneville. There are no half-measures: which is why the first scenario, Near Osen, involves a clash between two armoured columns with only one platoon of infantry apiece. I don't want to give too much away, so without giving any details about forces, objectives etc, here is the table:

So, onto the game.

Both sides advanced cautiously onto the table, using the small clusters of trees and rough uneven ground to keep as out of sight as possible. Dummy Blinds were of particular importance at this stage, with the Soviets using them very aggressively to keep the Germans back on their side of the road.

The action proper began with the spotting of a platoon of Soviet T-34/85s sheltering on the edge of a cluster of trees just over the road to the bridge. This was not good news for the Germans, who were fielding Panzer IVs: although they had four Actions per turn to the Soviet three, the T-34/85s had much better armour and a slightly better gun. In practice this meant that the Germans needed 3-4 shots to take out a Russian tank, whereas the Russians tended to blow a Panzer IV to bits with the first shot that hit. More Actions versus Better Tanks would be the over-riding theme of the game!

As they had spotted the Russians first, the Germans de-cloaked a platoon of their own (just visible middle-right in the photo, above) and hoped to batter the Soviet tanks before they could get a shot off. Unfortunately, a multiplicity of shots from the Panzer IVs did almost nothing to the T-34/85s, and a volley of shots in return, plus fire from another Russian tank platoon (one of the Blinds with a dice on it in the photo, above) blew two of the three German tanks to smithereens!

The Soviets, realising the superiority of their tanks, charged their forward platoon, er, forward: aiming to get to force as many enemy Blinds as possible into deploying onto the table. The last German tank in the wood was dispatched with ease and, for a moment, it looked as if the T-34/85s would just keep going all the way to Berlin!

Fortunately for the Germans, another platoon of Panzer IVs arrived (a platoon of Panthers are proxy-ing for them in this game) along with the Panzer HQ platoon, and the combination of large numbers of shots and some flank fire finally began to tell. All three of the advancing T-34/85s were eventually KO'd or abandonned, but not before the Puma you can see in the photos was also destroyed.

The second German tank platoon moved into the wood containing the burning tanks of their comrades, along with a Blind that the Russians strongly suspected was infantry. For reasons to do with their objectives, they were determined to force this to deploy, so hurled a section of BA-64 armoured cars forward in what can only be described as spotting-by-suicide!

Whatever you call it, the Germans did deploy their Blind, and it was the infantry the Russian armoured cars had been seeking. In fact, the crews of the Russian armoured cars got a jolly good look at the German infantry as they moved forward to destroy them with grenades and sticky bombs!

Meanwhile, some Russian infantry had rushed forward and got onto the bridge at the end of the road. There they stayed, despite starting to suffer HE fire from the German tanks in the wood. More T-34/85s moved forward to protect them.

At the same time, the German CinC had managed to get his tank forward and round onto the flank of the Russian tanks. A lovely flank shot brewed up one Soviet tank, and things started to look up for the Panzers.

Unfortunately, and still trying not to give too much away, the Germans were then forced to retreat, and the game ended as a Soviet victory. My apologies for the deus ex machina ending to this report, but I am trying not to include any blatant spoilers for those who will eventually play the scenario!

It was a terrific game, with the situation and contrasting abilities of the German and Russian tanks really adding to the excitement. And, as I said, only a few tweaks needed to finally polish the scenario into its final version. I can't wait to playtest the next encounter!

Robert Avery

 
 
 
 
 

This was a terrible day for Steve Clarke, the Soviet commander, as the cards and the dice were completely against him - fortunately for me he shuffled and dealt so no blame could be laid at my door!

Usually our games are tense, fairly evenly balanced affairs, so this was most out of the ordinary.

Still, after two defeats on the trot against Steve, I’ll take this one!

Norseygamer

 
 
 
 
 

The first scenario in Bashnya is a meeting engagement between two mainly armoured forces but each with a Platoon of infantry. The Germans are better trained but the Russians have the better tanks (Panzer IV vs T34/85).

The field is fairly open with hills on the north edge and with clumps of trees all over the place to use as cover. The bridge is in the South centre and this is where the action should be.

After a slow start the Russians are the first to move and gain the road fairly early and the central position as well.

Then the Russians also gain the bridge with their tank riding infantry. Where are the Germans, as the Russians do seem to be bathing in the bright sunlight?

It all then started to happen as the Germans cunningly advanced through the woods to take the T34s in the flank and quickly dispatch one of them, but they don't have it all their own way at all. Those big Russian guns and weak German armour are not an even match.

By the river the Russian infantry dig in and the Russians tanks see off a weak attack by the Germans.

The German Puma then advanced to attempt to save the situation in the South. In a common theme for the Germans in this game though they hit with two good shots on the Russians tanks they couldn't get past the armour. The next play was obvious as the Russians T34s destroyed it although not as easy as it should have been

The game was over very quickly as again the German tanks again hit and then couldn't penetrate for some reason and the Russians didn't wait for another go.

In the south the German infantry really hurt the Russians with their automatic weapons, but once all the German tanks had left the field they have no options but retreat.

All in all another great game, and certainly a lot closer than the previous Russian walkover. The Germans really should have won but at all the crucial times they found they were firing blanks.

Now it's onto Scenario 2A amongst the streets of Osen and some more bridges.

Craig Ambler

 
 
 

Adapting CoC *Citadel: The Breakthrough* PSC table 3 to IABSM using Des Darkin’s CoC dice activation.

So far, Soviets won the first table and got plastered on table two. To make a more “tank-y” game, two Tigers and three Panzer IVs took on six T-34/76s and nine T-70s.

One of each panzer eventually bailed from the storm of steel (each Tiger probably getting hit 6-7 times), Russkis effectively using tall grass to give “ok” shots to panzers. Never needed to pop the two surviving Strelkovy platoons.

One T-70 platoon tried to reach the backside of Tigers before getting swamped in Panzer Grenadier tank assaults. We’re thinking a major major Kursk demolition derby after table five, but are still working on how to get CoC support lists balanced in IABSM terms.

Will Depusoy

 
 
 

Ran a game of Utah Beach: Exit 1 at Pouppeville last night. This was largely based on Scenario Nineteen: Blocking the Way from Where the Hell Have You Been Boys? I modified it so everybody came in on the first turn-- the Germans were told of the 4th ID approaching from the beach direction, then the Airborne placed their blinds on the inland table edge on the first US Blinds card. The Germans had a full strength company, and each US platoon only had two full strength squads per company, due to disorganization on the beach or from the air drops. I did not give the Germans the suggested Tank Killers card.

The US tanks came up the road from Utah beach, and the closest house held a Panzershreck team. The Panzerscheck team annihilated the lead Sherman, before the other Shermans started pasting the house. Another Sherman was immobilized by a Panzerfaust.

The 4ID infantry came through the bocage on the right flank. The squad nearest to Pouppeville was pinned down by a German sniper. The remaining squads then turned in to approach the town via the road. However, a German blind revealed themselves at the edge of some bocage and caught them in the open, tearing them up. The airborne had those Germans in a pincer, but did not get to press home due to time constraints.

It went well and everybody seemed to have a fun time. I had seven players show up, one of which had played a single game of IABSM before. So, we only got through about four turns in the three hours we had before the store closed. I didn't hear any complaints, though, and the players seemed eager for another game.

One improvement I made for this game was to paint single Old Glory CD Panzerfaust figures to be used as Panzerfaust counters per platoon. And I painted the US infantry company (well, most of it) for this game. I also made some orchards from some very cheap aliexpress trees, but I had them out on my workbench and my dog ate them the afternoon of the game.

Andy Cowell

 
 
 

Just a few hurried snaps from our six player game today. British hasty assault on Cristot, June 1944, against 12th SS Panzergrenadiers met the same fate as historically.

Good progress on the right flank cleared one village after much to and fro in close assaults. The British centre unfortunately collided with German reinforcements and was mauled. Left flank cursed by repeated failure of cards to emerge before Tea Break in the face of tough dug in opposition with anticipated results.

Nick Bellamy

 
 
 

Hong Kong, Christmas 1941, the 2nd company of the HKVDC hold the road to Stanley Village against the 3rd company, 229th IJA Infantry Regiment, supported by Tankettes.

Alex Sotheran

 
 
 

Great game today - Paras in the Woods with paras trying to clear the way to Arnhem.

Great progress by Alan and Nigel Chapman initially made using small unit tactics lead by effective use of the Platoon leaders but significant NCO (and CO!) casualties eventually stalled the attack in the face of stiff and entrenched opposition.

Great game and lots of fun!

Nick Bellamy

 
 
 

Hong Kong, Christmas 1941, the 2nd company of the HKVDC hold the road to Stanley Village against the 3rd company, 229th IJA Infantry Regiment, supported by Tankettes.

Alex Sotheran

#stormofsteelwargaming

 
 
 
 

Mercian Miniatures writes:

Cracking game of Defence Of Calais with the boys from 1st Corps .

Played over two days with some interesting twists on previous encounters .

A British victory , in terms of blunting the tip of the German thrust and certainly bought more time for the defenders.

Superb kit on lovely terrain all from the collection of Michael and Simon. The AFV’s etc in 1/48 are just beautiful!

And here’s the same game from the camera of Michael Curtis:

 
 

After about 11 months, finally organized another IABSM game with my buddies from Vermont Historical Gamers Group: scenario i from Skirmish Elite book series, Falaise Firestorm. St Eugenie, Normandy, August 1944.

Dave Goodwin and Elroy Davis commanded one platoon of Germans along with two Panzer IVs plus two halftracks, one with short 75mm gun and one with long 75mm gun. Brent Coulthard commanded the Americans, with three M-4s, one M-8 armored car, two towed 3-inch AT guns and two platoons of infantry.

The US had to try and get at least three armored vehicles or AT guns off the board edge with large orchard.

IABSM rules used, supplemented by use of TFL's Command Cards plus my tweak of adding two extra Big Men joker cards to increase likelihood of Big Man activation.

Dan Albrecht

 
 

A 6mm I Ain't Been Shot Mum game based on the Counterattck by Hungarian assault gun batteries and grenadiers of Feldherrnhalle against Soviet 4th Guards Mechanised Brigade. Played at GigaBites Cafe in August 2024.

Mark Luther

 
 
 

Cracking game tonight : set near Winsen Aller in Germany in 1945.

Having destroyed the nearby bridge the Germans settle into defensive positions throughout the night.

By first light two Bailey bridges are across the Aller and the Germans stand to!

A very close game with one bridge put under shell fire but the other bridge deployed wider , enabling an easy run in to the German right flank.

Went down to the wire ! A narrow British victory .

Mercian Miniatures

 
 
 

IABSM in 20mm. Somewhere in Normandy:

Mercian Miniatures

 
 
 

The boy and I had a bit of refresh game tonight. As much as the club is enjoyable, it can be quite noisy and you can often be bothered by others which makes learning the rules hard.

Anyhow, tonight it was Barbarossa. The Germans consisted of 3 panzer grenadiers platoons, a pair of 75mm infanttry guns and 4 panzer IIIs H.

The Russians had two platoons, two 45mm ATG and 4 T26s. The Russian tanks could only show up when our event card was drawn 3 times.

Both sides had access to medium mortars but these played to part in the game.

The Germans advance boldly and their reconnaissance team quickly revealed one of the Russians platoons on their left flank whilst their right flank advanced cautiously through a field.

The boy deployed his Infantry guns and started pounded the revealed platoon but some return fire kept them quiet, at least for a term.

Meanwhile the German right flank was spotted by the Russian HQ teams whoes HMGs opened up, causing a great deal of shock little casualties. This was the sum of the right flank for most the game.

On the left flank, then Germans kept surprising the Russian platoon by the woods which allowed a well timed assault from their 2nd platoon, which was successful.

The Russian atgs had appeared and tried lobbing shells at the Inf Guns to very little effect.

At this point the T26s rumbled on very little. The both panzers IIIs pounced, setting one T26 ablaze whilst kicking the others about.

The Germans had control of the board and the Russians decided to bug out; their commissar was dead so there little the political party could do.

Chris Lane

 
 
 

My afternoon game at Operation Market Larden X was Phil & Jenny’s excellent Throw Them Back scenario for I Ain’t Been Shot Mum.

This involved a German counterattack on one of the Normandy beaches just after D-Day, with my instructions being, as one of the German players, to get a significant force “onto the sand”.

View from the inland “German” end of the table

The forces involved

Knowing that the Allies had access to reinforcements coming off the beach, there was no time for shilly-shallying around, so my co-commander and I sent our troops up the table as fast as we could.

We knew we’d run into prepared defences, but felt that this sort of “reconnaissance by panzer” was still the best strategy to adopt.

Reconnaissance by panzer

The first obstacle we encountered was a dug-in 6lb anti-tank gun blocking off the left side of the table. It opened fire from its concealed position and battered one of our Panzer IVs as it struggled to get through a particularly thick hedge.

Another IV was on the road just to the right, so I picked up the dice and announced that the tank would swing round and come at tbe AT gun from the rear. An enormous dice roll later, and it ended up just short of actually crunching the gun under it’s tracks.

It was now just a question of who got the drop on whom, and unfortunately and despite cutting down half the gun’s crews with the co-ax, the Panzer IV took a couple of 6lb rounds point blank and promptly brewed up. Other tanks got their revenge however: HE and machine gun fire rapidly removing the gun and its accompanying infantry as a threat.

Meanwhile, on the other flank, a column of tanks supported by infantry was making its way along the track towards the beach. Another AT gun, again supported by infantry, opened fire, and the Germans soon lost two of their Panzer IIIs.

Back to the left and centre, and the Germans were getting their advance going, although another Panzer IV was lost to an AT gun lurking at the beach end of the central road.

But the Allies were also on the move, with tanks starting to pour off the beaches and advance towards the action.

Up in front, the Allied commanders were obviously nervous about their right flank, particularly as we now had a platoon of infantry supported by a couple of aged Somuas advancing forward.

They moved two platoons of infantry up as a blocking force but, in the heat of battle, forgot that we had more infantry avdancing up the central road.

With a quick trot across the asphalt, the German infantry set themselves up behind the hedge bordering the road and prepared to open fire.

Most wargames give a bonus for fire on the flank, but IABSM doesn’t. It does, however, give a bonus for shooting at multiple targets…such as six squads of infantry plus support weapons all crowded together in a neat line behind a hedge at close range.

The dice were rolled, and we had generated thirty casualties on the unfortunate Tommies! Thirty!

The saving rolls were not good, and half the Allied firing line disappeared, the rest suffering from more shock than an electric eel wearing a copper jacket!

Unfortunately at this point time beat us and although there was a bit more jockeying for position, nothing more of any great significance occured.

Phil carefully weighed up the situation (ignoring both sides’ loudly exhorted claims of victory) and declared a the game to be a draw.

Aftermath

Which was actually a fair result I think.

Although we had advanced just over half way down the table and cleared the Allied forward defences, we had lost two thirds of our tanks…and although we had caused two of the three Allied platoons horrendous casualties, the end game would realistically been our infantry (admittedly armed with plenty of ‘fausts) verses the Allied tanks from the beachhead.

All in all a brilliant game of IABSM played across what can only be described as a fantically created tabletop. Well done to all concerned and particularly to Phil and Jenny for putting on such a great display.

 
 
 
 
 

The scene is set for hard fighting tomorrow as Nigel Chapman and Alan try to clear the village of St Lambert-sur-Dive of the tenacious German rearguard (me).

Will Major Currie win his bravery award again as we play through “A Canadian VC”. “Does that sound like a Tiger engine starting to you, Sir?…..”

A Few Shots of the Pre-Game Table

The Game

After a great days gaming St Lambert-Sur-Dive was liberated by the Canadians. Great use of tactical bounds by Nigel Chapman.

The Germans were initially successful in holding up the British infantry who were very cautious the “empty battlefield. The German armour then put in an appearance to try for some early damage to the 1st Sherman troop but to no avail. Some crack shooting from the Canadian Sherman’s saw the Germans Tiger lose its main gun to the first hit and the Panther lose its main gun and become permanently immobilised in the first two shots at it!

With German reinforcements slow to arrive they were then on the back foot. The British then steadily cleared the village through good use of their veteran infantry and when one of the Panzer IVs fell to a side shot causing 5 net hits, it was all over for the depleted defenders!

Great fun had by all.

Nick Bellamy

 
 
 

Great weekend of gaming. Two games on Saturday and one team game Sunday.

Ken Snell

 
 
 
 
 

Fun game today with the Advance Guard of 5.Leichte-Division.

Those RRACs aren’t to be underestimated!

Ken Snell

 
 
 
 
 

Some France 1940 action last night. A British relief column trued to break through a German held village...all did not go according to plan!

First run out with the IABSM rules in ages but great fun was had by all.

Bryn Rea