The 'Old Chapel' (Draft)
| Lubkovo, Russia |
27 Dec 1941 |
Historical Situation
During a general offensive against the 250th (Blue) Division positions to the west of the River
Volkhov a Russian Battalion took the 'Old Chapel' - a half ruined
church near Lubkovo. Toward the end of the day, after some hard fighting
elsewhere, Commandante Rebull with two companies of the 1/269 battalion attacked the Russian position. The Spanish
went in supported by German 7.5 cm artillery. The Russians fled relatively
quickly back across the frozen Volkhov, but
Spanish fire decimates them on the river.
Also see my general Chronology for the Blue
Division.

Map/Terrain

Key features are:
- Built up on the west representing the edge of Lubkovo.
- The 'Old Chapel' and 3 adjacent buildings in the centre.
- Otherwise woods, fields (out of season), rough ground, a few crests, a
depression and a hill.
- The Spanish deploy west of
line A-A.
- The Russians deploy between line B-B and line C-C.
- The Volkhov River is off table to the east.
Pre-game preparation
None
Soviet Player (Defending)
Objective
Defend the 'Old Chapel' and preserve their
forces.
Forces Available
A Soviet Infantry battalion.
1 BC (+1)
1 x HMG
1 x FO for off-table 82 mm Mortar (6 FM)
3 x Infantry Companies
1 x CC (+1)
1 x HMG
1 x on-table 50
mm Mortar (6 FM)
3 x Rifle
Platoons
1 x PC (+1
for close combat but not for rallying)
3 x Rifle
Squads
Morale: Green
Total fighting stands: 38
Deployment
Deploys first with all stands visible between the line B-B and C-C.
Reinforcements
None
 Spanish Player (Attacking)
Begins scenario with initiative.
Objective
Capture the 'Old Chapel' and inflict casualties on the
Russians.
Forces Available
Two companies of the 1/269 battalion, 250 (Blue) Division, supported by German 7.5 cm artillery.
1 x BC (+2) Commandante Rebull
1 x SMG Squad
3 x FO for off-table 75 mm German Infantry Guns (12 FM)
1 x on-table 50 mm Anti-tank Gun (Pak 38) (optional tow)
2 x Infantry Companies
1 x CC (+2)
2 x HMG
1 x on-table 50 mm
Mortar (12 FM)
1 x Rifle
Platoons: PC (+2), 2 x Rifle Squads
2 x Rifle
Platoons: PC (+1), 3 x Rifle Squads
Morale: Veteran
Total fighting stands: 27
Deployment
Deploys second with all stands visible
and west of the line A-A.
Reinforcements
None, unless the Spanish player withholds a platoon (any platoon) off-table
at the start of the game. This platoon is assumed to be infiltrating on a
flank as the main force attacks frontally. They arrive some time after the
first Russian stands exit the table. Throw a die at the start of each
subsequent Spanish initiative. The infiltrators arrive on 6. They
can appear anywhere on either long table edge.
Victory Conditions
Terrain
and Casualty
(D) objectives.
The scenario assumes the Russian player is making a token defence, but has to
make it realistic enough so he is not shot for cowardice.
The game ends when all Soviet stands are off table or destroyed, or the
moving clock reaches 1400 hours. At scenario end, tally victory points (VPs) for
the Spanish player.
- +20 VP
if the Spanish have sole occupancy of the 'Old Chapel' at scenario's end
- +1 VP per
Soviet fighting stand destroyed.
- -2 VP for every Soviet
fighting stand that successfully escapes across the River Volkhov.
Bear in mind there are restrictions about when a Soviet stand can try to
escape. Getting shot on the river does not count as a successful
escape.
Fighting stands are any squad, heavy weapon, CC, or BC, but not a PC or FO.
| VP |
Result |
| 20 or more |
Decisive Spanish Victory |
| 10 to 19 |
Minor Spanish Victory |
| -9 to 9 |
Draw |
| -19 to -10 |
Minor Soviet Victory |
| -20 or less |
Major Soviet Victory |
In other words, for the Soviet player to win they must hold the Old Chapel
and get at least five fighting stands across the river. Alternatively,
they can forfeit the Old Chapel, but must then get 15 fighting stands across the
river. In both cases this is without losing any other stands, which may be
a challenge. In contrast the Spanish player needs to take the Old Chapel
and roughly kill as many Soviets as escape.
Scenario Special Rules
- HTD Special Rule 4: The Moving Clock
is in use. The Scenario begins at 1000 hours and ends 1400 hours.
The clock advances 15 minutes on 5+ at the end of each Russian initiative.
- Once the the moving clock has reached 1200 hours the Russians can retreat off
table across the River Volkhov, with the following provisos
- A platoon asset (PC, Squad, attached HMG) can exit the table if any
stand in the platoon has fought (close combat, direct fire, been
under fire).
- A company asset (CC, detached HMG, FO) can exit the table if any stand
in the company has been destroyed, and any stand from the company has
already exited the table.
- A battalion asset (BC, detached HMG, FO) can exit the table if any
stand in the battalion has been destroyed, and any stand from the
battalion has already exited the table.
- It takes a move action to reach the table edge, then a second move action
to cross the off-table river. Assume each Russian stand travels in a
straight line once off table.
- Spanish stands can reactive fire as Russian stands cross the off-table
river. As per normal direct fire any shooting stands must be able to
trace line of sight to the target, although in this case it is line of sight
to the presumed path of the off-table stand. For reactive fire at
stands crossing the river, a pin is ignored and suppressed becomes a
killed.
Weapon stats
| Type |
When |
ARM |
ACC |
PEN |
MG |
HE/EFF |
Smoke |
HD |
Spd |
CC |
Comment |
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Notes
- This is an assault where the defender doesn't really want to defend.
Sources
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