Panzer Grenadier Battles on April 27th:
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Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Over the River
Grossdeutschland 1946 #5
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Fusilier Regiment
Soviet Union 57th Guards Rifle Division
Display
Balance:



Overall balance chart for Gr46005
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Grossdeutschland 1946
Historicity Alt-History
Date 1946-04-01
Start Time 06:00
Turn Count 20
Visibility Day
Counters 120
Net Morale 0
Net Initiative 1
Maps 6: 14, 16, 19, 3, 7, 8
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 202
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Bridge Control
River Crossing
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front Maps
Grossdeutschland 1946 Base Game
Iron Curtain Counters
Red Warriors Counters
Road to Berlin Maps + Counters
Introduction

Tanks got the headlines and later the wargame scenarios, but infantry did most of the real fighting during the Second World War. Even mobile formations found themselves tied to defending fixed positions, and the slow but thickly armored tanks planned by the Germans would have been formidable mobile pillboxes.

Conclusion

The Tiger III, sometimes called the Tiger-Maus or E-100, was a competing design drafted to the same specifications that resulted in the even slower and more thickly armored Maus. On the offensive it would have been nearly useless (though better than its competitor) but on defense it would have given very useful support to other defenses.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Germany Order of Battle
Grossdeutschland Division
  • Mechanized
  • Towed
Heer
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Mechanized
Guards
  • Mechanized
  • Towed

Display Errata (3)

3 Errata Items
Scen 5

Soviet Guard ENG and 76.2mm are different in RtB and RW. As counters are required from both of these modules, the values from RtB should be used. (ie. Guard ENG are 2-step counters and artillery is 10-22 5-6AT)

(GeneSteeler on 2012 May 17)
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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Soviet aircraft tip the scales (IMHO)
Author GeneSteeler
Method Solo
Victor Soviet Union
Play Date 2012-05-17
Language English
Scenario Gr46005

Introduction

1946 - Hypothetical

The main objectives:

Soviet forces need to create a bridgehead over the river. VPs are awarded for casualties inflicted and for ownership of bridges and Soviet units ending play west of the river.

Time = 5 hours (20 turns)

Opening Thoughts

The Germans have a fairly small force which they need to use to defend a pretty long stretch of river and the two bridges. Their 2 Tiger platoons will dig-in at the bridges supported by a little bit of infantry. The HMGs will set up to cover the river as the Soviets have a number of engineer platoons and could easily make their own crossing.

Soviets decide to split their force in 3, with some men heading to either bridge (north and south) and the center infantry accompanied by the engineers will head straight to the river. The Tiger IIIs and the German AT Guns can cover the majority of the board, so the APCs will “hide” out of range while the infantry advances for 5 turns on foot.

Both sides have quite nasty artillery. Soviets also get an air strike every 30 minutes.

BATTLE SUMMARY

As the Soviets enter the Soviet IL-10 draws first blood knocking out a German Anti-tank gun battery.

German artillery scores a hit versus the oncoming Soviet infantry and the score is tied at (1-1).

Soviet artillery scores a kill and another IL-10 reduces the German Tiger III in the south! (4-1)

M3 that wandered too far is hit by long range German ATG fire. The rest of the APCs withdraw out of range. Soviet OBA proves deadly again. (5-2)

In the south the IL-2-37 hits a Tiger but can’t penetrate its armour. The Soviet infantry charge the bridge and a platoon is lost. A second M3 is hit and in the north the Soviets also take casualties from the Tigers. (5-7)

Soviets win initiative and eliminate the reduced Tiger in the south capturing the bridge. In the north they aren’t as successful as another platoon is eliminated by the German monster tanks. (7-9)

In the south the Soviets are cut down and pinned on the bridge as the German HMGs use long range opportunity fire. (7-13)

Protecting the north bridge the Germans come under heavy fire. (8-16)

Close combat fighting begins on both flanks. Soviet armour makes a break for the bridge in the south (as the Soviet infantry is almost all depleted or routed) despite the fact that they are still facing a nasty AT Gun battery (which garners much attention from the Soviet artillery!) (10-21)

The AT Gun misses the Su-122 and is in turn eliminated by Soviet artillery. The Germans are out of AT fire that can hit the south bridge and the Soviets armour creates a bridgehead. (12-24).

Although suffering from twice the casualties at the half-way mark, I believe the Soviets are going to win this one!

Soviet armour eliminates the dug in Germans near the south bridge and the southern route is completely open

The Soviet mortars and artillery with their APCs begin to make way for the south bridge. The situation quickly begins to look dire for the Germans whose Tigers in the north are just too slow to make it to the south (and besides, they are still needed in the north!)

Tigers in the north repel the Soviet infantry as the German Stormtroopers die. (20-30)

In the South the Soviet armour minces the German infantry in the town who are subsequently overrun by the Soviet guards.

The Soviet center (who have been constantly handcuffed by FOW) finally begin their river crossing as a few platoons are sent north to help against the Tigers.

Only an hour to go as the Soviet armour drives the German mortars out of the woods as the Soviet artillery works against the German AT Guns on the hill.

The Tiger in north is finally reduced but still manages to hold against the Guard infantry.

The first Soviets successfully ford the river under constant German fire.

The German mortars are eliminated as the fighting winds down across the board as most of the German defenders have been lost.

SOVIET MAJOR VICTORY

Aftermath

Germans get 49 VP for Soviet Steps

Soviets get: 33 VP for German losses, 8 VP for capturing a bridge and 56 VP for troops on the west side of the river.

The first hit on the Tiger by the IL-10 reducing it was pivotal for the Soviet infantry to overrun the damaged unit.

I really enjoyed this scenario as the set-up and strategy was very open-ended for both sides. I tend to like the “multiple” prong attack, although this scenario warrants reply with alternative German set-ups and Soviet attack prongs. Which is why I’m giving it a 4 instead of a 3.

Scenario Rating: 4/5 – A solid and fairly balanced scenario with good replay potential.

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