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
Errors? Omissions? Report them!
Here Come the Yankees
Red & White #6
(Defender) Soviet Union vs United States (Attacker)
Formations Involved
Soviet Union 210th Rifle Regiment
Soviet Union 275th Guards Rifle Regiment
United States 22nd Infantry Regiment
Display
Balance:



Overall balance chart for ICRW006
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Red & White
Historicity Alt-History
Date 1951-10-29
Start Time 07:00
Turn Count 32
Visibility Day
Counters 255
Net Morale 0
Net Initiative 1
Maps 8: 15, 17, 18, 19, 22, 23, 24, 25
Layout Dimensions 112 x 86 cm
44 x 34 in
Play Bounty 310
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Terrain Mods
Scenario Requirements & Playability
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Hammer & Sickle Counters
Red & White Base Game
Patton's Nightmare Counters
Road to Berlin Maps + Counters
Introduction

With the help of the 82nd Airborne and significant air and naval assistance, Polish forces held onto the ports of Gdansk and Gdynia. However, while the Soviet 16th Königsberg Red Banner Rifle Corps maintained pressure from the east, the 36th Nemanskiy Red Banner Rifle Corps under General Vitikov pushed around the southern flank and threatened to envelop the defenders. Meanwhile, a delayed Soviet assault crossed the Oder River on the Polish-German border in the west, capturing the bay and surrounding peninsula, and threatening Szczecin from the north. The timely arrival of the rest of General Bart's U.S. 1st Expeditionary Army at the ports of Ustka and Darlowo allowed the forces to flow almost directly into battle against the implacable Soviets.

Lt. General Vivo immediately engaged his 1st Expeditionary Corps, which included the 1st Ranger Battalion, 3rd Armored Division, and 4th Infantry Division. Lt. General Allen Dickerson's 2nd Expeditionary Corps comprised of the 3rd Ranger Battalion, 2nd Armored Division, and 32nd Infantry Division would follow shortly.

Conclusion

This meeting engagement favors the Americans who are fresh and well supplied. However, the Soviets can win if they use their time to dig in and employ their hard-hitting units well.

Additional Notes

G2 note: Books says 30th Guards Mechanized Division. In 1965 the division was redesignated the 18th Guards Motor Rifle Division. In the 1990's the division contained the 210th Motor Rifle Regiment.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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).
  • 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.
  • 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

Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized
Guards
  • Motorized
United States Order of Battle
Army
  • Motorized

Display Errata (3)

3 Errata Items
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)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)
Errors? Omissions? Report them!
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