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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
Overall Rating, 0 votes |
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Scenario Rank:
--- of 913 |
Parent Game |
Black Sea Marines |
Historicity |
Historical |
Date |
1941-10-18 |
Start Time |
07:00 |
Turn Count |
20 |
Visibility |
Day |
Counters |
76 |
Net Morale |
0 |
Net Initiative |
1 |
Maps |
1: 8 |
Layout Dimensions |
43 x 28 cm 17 x 11 in |
Play Bounty |
229 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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The narrow gap between Lake Staroe and the Black Sea would be held by four Red Army rifle battalions and the two “Perekop Detachments” drawn from, 7th Marine Brigade. The flat, featureless terrain included the rail line leading from the mainland to the Crimean capital, Simferopol. That made the defense here vital to Soviet retention of Crimea, and the Marines would have the help of the armored train “Death to Fascism.”
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Conclusion
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Despite the heavy German bombardment, the Marines held their positions while the armored train dealt out death to the attacking fascists at point-blank range. By evening it was clear to Lt. Gen. Bruno Bieler of 73rd Infantry Division that his men had failed to achieve a breakthrough. The Germans would re-group and try again the following day.
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Additional Notes
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May use maps and counter from East Front Deluxe |
Display Relevant AFV Rules
AFV Rules Pertaining to this Scenario's Order of Battle |
- Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
- AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8).
They may also be activated as part of an initial activating stack, but if activated in this way would need a tank
leader in order to carry out combat movement.
- AFV's do not block Direct Fire (10.1).
- Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn
(either in their action segment or during opportunity fire) if they have AT fire values of 0 or more
(11.2).
- Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its
printed AT range. It does so at half its AT fire value. (11.3)
- Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire
(7.44, 7.64).
Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire,
but not both (7.22, 13.0).
Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
- Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
- Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
- AFV's do not benefit from Entrenchments (16.42).
- AFV's may Dig In (16.2).
- Armored Trains: see Rule 15.2 ~ 15.22
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Soviet Union Order of Battle
3 Errata Items |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".
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The movement allowance on the counters in Airborne is misprinted. It should be "3."
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