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Block Busting in Bokriusk - Combat Mission: Red Thunder

Block Busting in Bokriusk Image
Combat Mission x2 Ladder

Block Busting in Bokriusk

By Andrew Bodicky
USSR 4 - 1 - 6 Axis
Rating: 8.18 (11)
Games Played: 11
SM: 3
Turns: 45
Type: Custom
First Side: USSR
Second Side: Axis
Bokruisk Belarus, June 29th 1944: Soviet forces attempt to crush German defenders in the occupied city of Bokruisk (Human vs Computer: both sides)
Player Voting Stats
Member Balance Enjoyment
Bidermann's ProfileBidermann Well Balanced 7
Jpratt88's ProfileJpratt88 Slightly Pro Axis 5
patton1945's Profilepatton1945 Well Balanced 10
Hussar_63's ProfileHussar_63 Well Balanced 8
Manzcaser's ProfileManzcaser Slightly Pro USSR 6
Bidermann Frid May 13, 2016 11:51 am
i can be tough for the Russians to get into the buildings wise use of AFV,s is a must . For the Germans stop the Russian AFV,s you stand a good chance of defending
Master Sergeant
patton1945 Mon Jan 07, 2019 4:50 am
I enjoyed this scenario enormously and would recommend it to everyone. My big mistake was allowing my armor to get wrapped up in a gunfight with Jeff's Marder. The Marder was well positioned, and I could not kill it without loss. My advice to anyone who plays the Russians is treating your armor like glass if you want to win. Thank you, Jeff, for a great game.
Master Sergeant
Hussar_63 Thu Jan 10, 2019 5:28 pm
Played this as the SOT 12/2018. Small violent city clash. Germans defend against floods of angry Russians. We all know the limitations of urban combat with the x2 engine but this scenario works. Small scale urban warfare was fun to play.
Warrant Officer
ChappyCanuck Tue Jan 15, 2019 8:53 pm
I have a lot to write about this battle, but first I want to address how this particular one, with it's heavy urban flavour, exposed the weakness in the CM pathfinding system. IMO, the default move for a subunit ordered to enter a building SHOULD be from the friendly side, which is almost always the shortest distance to the nearest doorway into the building. I would probably be conservative in saying that 6-8 times in this battle, when I ordered a squad, to move into a section of a building, the squad would run past the nearest door, run around to the other side of the building in the open (in enemy sights) and get slaughtered. We all know this has been a continuing issue with CM, but never better illustrated than this close quarter urban battle. I hope someone with Battlefront connections may use this to hopefully get this fixed.

Now to the scenario proper. I am an ASL player, so immediately this scenario attracted my interest. Bravo to the creator for re-creating this one. Like no there, this CM battle is an excellent lesson in LOS (line of sight). There are precious few LOS in this battle. As the Russian player, I had a devil of a time trying to find and fire at Germans. There is so much intervening foliage and buildings, that forming a simple firebase was not going to happen. So if you want some experience in finding LOS, this battle will serve you well.

Without doubt, this scenario favours the Germans. I was very lucky to occupy a single building (building A) at battle end, and it was almost contested by the Germans at game end with a final charge. IMO, I believe the creator of the scenario should amend two things to correct this imbalance:
1) there are too many Germans in excellent cover in an excellent defensive position. The German platoons are currently 4 squads in size. I recommend that this be reduced to 3 squads each. I also recommend that either both AFVs be removed, or both ATGs, or one of each to make two anti-tank heavy weapons available instead of four.
2) adjust the victory points awarded. In order to bring the Russian AFVs into action effectively, they have to get in close, and this exposes them to 2 x ATGs, 2 x AFVs, several panzerschrecks, and scores of panzerfausts and grenades. Inevitably there will be Russian AFV casualties, and each one is worth so many victory points as to make this scenario extremely difficult for the Russian to win. I was lucky to occupy one building at game end, but this was not enough points to surpass the few AFV losses I had. I would recommend increasing the building points awarded and decreasing the Russian AFV points.

All that being said, this was one very entertaining fight! A tip for the Russian player - watch your ammo. Halfway through the battle I noticed that some squads had only grenades left to fight with, some MGs were empty, and one HQ unit had but a single pistol with 9 rounds! Ammo is always a factor, but the Russians in this battle will go through their meagre supply very quickly.
Thanks to my opponent for a hard fought draw and to the scenario creator for designing a battle that left scores of dead brown and grey pixeltruppen all over my map :)
Major General
Stonecutter Frid Jan 25, 2019 2:40 pm
Overall, a neat little battle and fun challenge. ChappyCanuck has provided a very detailed assessment that covers a lot of issues. How VPs are awarded is critical in this battle and one must remain cognizant of that objective regardless of what the narrative may say! I believe the following tweaks would also help balance this battle:
1) Change the supply from limited/scarce to full so that there is enough ammunition for the attacker to provide suppressive fire.
2) Add another 15 minutes time as clearing house to house requires patience and care if one is to avoid massive casualties.
Major General
Jobu88 Frid Jan 25, 2019 2:46 pm
A challenge for the Soviets but certainly not impossible. Requires careful use of their tanks. Also a scenario that highlights Soviet tanks' lack of smoke rounds. All in all an entertaining scenario for both sides.
"A bad plan is still better than no plan at all." -- Mikhail Tal