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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Night Ride through the Caucasus
Eastern Front #105
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 198th Infantry Division
Soviet Union 11th Guards Cavalry Division
Soviet Union Azov Flotilla
Soviet Union Maikop Tank Brigade
Display
Balance:



Overall balance chart for EFDx105
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 913
Parent Game Eastern Front
Historicity Historical
Date 1942-08-01
Start Time 02:00
Turn Count 20
Visibility Day & Night
Counters 81
Net Morale 1
Net Initiative 1
Maps 2: 2, 3
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 84
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Surprise Attack
Urban Assault
Conditions
Naval Bombardment
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

As the Germans began Operation Braunschweig to capture the Caucasus region, Soviet troops put up fierce resistance. At Kuschevskaya along the Yeya River, Cossack cavalrymen supported by the Black Sea Fleet's Azov Flotilla and a scratch tank brigade of training vehicles made a daring nighttime assault on the Germans to disrupt their upcoming advance.

Conclusion

Infantry Support for the tanks never materialized, but the Cossacks cut their way through the defenders, inflicting over 1,000 casualties and leading off 300 prisoners.


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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • 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.

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)
  • Misc
  • Motorized

Display Errata (5)

5 Errata Items
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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Coffee and the Caucasus
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-11-04
Language English
Scenario EFDx105

This was a battle with morning coffee before the college games today. The Germans set up in the town to the rear, which took them out of range of the Soviet gunboat from the beginning. The Soviets crossed the river unimpeded and then swung around the German right to the rear of the town. It was textbook mobile warfare, avoiding the German AT guns in the center/front of the town. The Germans were able to realign their front though. The moved back towards the town center and the Soviet’s lack of infantry betrayed them. The cavalry did reasonably well, but two step losses on morale checks early on did them no favors. The Germans held the town, German victory.

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