Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Air-Landing Division
Black Helicopters #4
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for BkHo004
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Black Helicopters
Historicity Alt-History
Date 1941-07-20
Start Time 06:00
Turn Count 36
Visibility Day
Counters 168
Net Morale 0
Net Initiative 1
Maps 4: 1, 108, 109, 4
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 223
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
River Crossing
Road Control
Conditions
Terrain Mods
Scenario Requirements & Playability
Black Helicopters Base Game
Edelweiss IV Counters
Fire in the Steppe Maps + Counters
River Battleships Maps + Counters
Introduction

Faced with well-prepared Soviet defenses along the Dnepr River, the German Army Group South had an answer: the helicopter equipped 22nd Air-Landing Division. The division's helicopter regiment could lift assault troops over the broad river with little difficulty, and also help suppress Soviet defenses along the riverbank and on the water itself, to allow more troops and vehicles to cross the old-fashioned way

Conclusion

The Soviets had started to learn the danger of vertical envelopment, and built a defense in depth behind the river line, with reaction forces ready to attack any landing zones. Those tactics increased German losses, but couldn't stop the heliborne troops from gaining a lodgment on the mighty river's left bank and clearing the way for reinforcements to make their way across by both helicopter and boat

Additional Notes

I figure that if you have this game, you have or can get Edelweiss, because you are a Gold Club member. One of the calls for Soviet marine HMG's is obviously for SMG's. The River Battleships counter mix will only allow for 1 interpretation for each type of counter.


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).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Armored Trains: see Rule 15.2 ~ 15.22
  • River Vessels: see Rule 15.2 ~ 15.22

Display Order of Battle

Germany Order of Battle
Heer
Kriegsmarine
  • Misc
Luftwaffe
  • Misc
Soviet Union Order of Battle
Army (RKKA)
  • Misc
  • Motorized
  • Towed
Navy

Display Errata (7)

7 Errata Items
Scen 4

Scenario set up calls for 2x each of Fl.282P & Fa.223P but the counter mix only has 1x of each unit type.

(Juiceman on 2023 Feb 12)
Scen 4

OOB for the Soviet Marines lists 3x HMG followed by 4x HMG, the first HMGs should be SMGs.

(Juiceman on 2023 Feb 12)
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Ivan Don't Surf!
Author Juiceman
Method Solo
Victor Germany
Play Date 2023-02-04
Language English
Scenario BkHo004

This gem of a scenario pits a Soviet force consisting of a river flotilla of monitors & gunboats, marines and cavalry trying to defend a river crossing of the Dnepr River by elements of a German mountain division supported by an air landing force, the only problem is the Germans do not have a flotilla to defend their transports, which got blown away on the first turn when the Soviets won the initiative before the German attack helicopters could get on the map.

So for the next six turns the attack helicopters fought a running battle with the Soviet Flotilla while the German mountain troops ate Wiener Schnitzel, drank Schnapps and watched the show since they had no way to cross the river.

Then to the sound of “Ride to the Valkyries” the transport helicopters come over the banks of the Dnepr to deposit their troops deep behind the Soviet line, only to dash back across the river to pick up the mountain troops.

The Soviet cavalry counterattacked the German LZ but their cavalry charges were broken up with heavy losses, what remained fell back to the town on map 4 where heavy house to house fighting ensued while the Germans cleared the town. In the meantime the Soviet Marines, unengaged, moved to counter the LZs as well but their attack was met the fresh mountain troops recently flown in from the west bank, the marines put up a good fight but were overcome by sheer numbers as the Gebirgsjager were fully deployed.

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