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The Harrowing of East Prussia
August 1914, 1st Ed #1
(Attacker) Russian Empire vs German Empire (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for Au14001
Total
Side 1 2
Draw 2
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game August 1914, 1st Ed
Historicity Historical
Date 1914-08-15
Start Time 07:00
Turn Count 12
Visibility Day
Counters 51
Net Morale 0
Net Initiative 3
Maps 2: 45, 48
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 162
AAR Bounty 171
Total Plays 6
Total AARs 1
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Road Control
Scenario Requirements & Playability
August 1914, 1st Ed Base Game
Introduction

Russian cavalry led the advance into German territory, scrupulously avoiding incidents with the local population. That wouldn't stop German propagandists from describing rape, robbery and arson on a wide scale, attributed to "the Cossacks." The Russian cavalry's probe came to a halt near the village of Lindental, where they ran head-on into the locallyraised German regular cavalry division.

Conclusion

Russian cavalry was probably better-trained than its German counterpart, but the Germans marched to war in a haze of mass hysteria. Sharp squadron-level actions all along the front checked the Russian advance, and neither side's cavalry would be able to outflank the infantry now engaged in bitter fighting to the south.


Display Order of Battle

German Empire Order of Battle
Heer
  • Towed
Russian Empire Order of Battle
Imperial Army
  • Towed

Display AARs (1)

Wild and Wooly on Horsies
Author Player 9
Method Solo
Victor German Empire
Play Date 2022-02-19
Language English
Scenario Au14001

You have to start somewhere, so starting my Infantry Attacks experience with the first scenario in the first published game sounded like a good idea. Plus the OOB for both sides is almost exclusively cavalry, and where else can you find the "Bloodlust" special rule. This rule does not allow the German player to dismount his horses until three German steps are lost, or five units are demoralized. In practice, the Bloodlust rule works in reverse: the German player will go out of his way to loose those three steps, to that he can dismount. While cavalry can charge (+2), it cannot opportunity fire and is weaker while mounted, albeit faster (MA of 5). The victory conditions make for a dynamic, swirling, battle of maneuver and occasional, sharp, action, as both sides seek to outmaneuver the other. The Germans have the advantage of better initiative and numbers, but their job is tougher, as a Russian major victory is within reach. In my solitaire game, the Germans barely eked out a minor victory, when a Russian unit demoralized on the last turn of the game while sitting a hex on the crucial east-west road. Demoralization cost it control and the game. Likewise, the German player barely got one unit in position on the cross roads south of the town, to rob the Russians of a major victory. Like pretty much all PG scenarios I have ever played, this one was a well balanced and exciting contest.

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