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!
Mandated Defense
Secret Weapons #23
(Attacker) Soviet Union vs Britain (Defender)
Formations Involved
Britain 7th "Desert Rats" Armoured Division
Soviet Union 5th Guards "Zimovnikovskaya" Mechanized Division
Display
Balance:



Overall balance chart for SeWp023
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 913
Parent Game Secret Weapons
Historicity Alt-History
Date 1947-09-01
Start Time 09:00
Turn Count 30
Visibility Day
Counters 225
Net Morale 0
Net Initiative 1
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 210
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Beyond Normandy Counters
Desert Rats Maps + Counters
Eastern Front Counters
Elsenborn Ridge Counters
Iron Curtain Counters
Road to Berlin Counters
Secret Weapons Base Game
Introduction

When Kurdish separatists established the Republic of Mahabad in northwest Iran in 1946, many Western leaders feared this would give the Soviets a path to Iraq's valuable oilfields. Britain invaded Iraq in May 1941, and remained in occupation of the kingdom until October 1947. During 1942 the British 10th Army had stood guard against a possible German incursion through Turkey; if the Soviets had invaded a few years later, it would have been the British they met in Iraq.

Conclusion

Cold War planners foresaw future combat in some unlikely places, but the British did not try to force their way back into Iraq for another 55 years. Under British pressure Iraq signed the Baghdad Pact in 1955 to establish the anti-Soviet CENTO alliance, but the Iraqis withdrew after the Hashemite King Faisal II of Iraq was overthrown and brutally murdered in 1958.

Additional Notes

Use 31 Soviet regular trucks as Guard trucks, 11 Soviet regular M3s as Guard M3s and 16 American M3s as British M3s.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Overall balance chart for 848

The "Optional Values" for the Archer---and by extension the Achilles---given in an Avalanche Press Daily Content piece on the 17-Pdr Anti-Tank gun (and printed on a replacement counter sheet Download) are now the Official Ratings, published in games like Cassino '44, Grossdeutschland 1946, and Indian Unity. These are:

8-5 / 8-8 Full Strength and 4-5 / 8-8 Reduced Strength.

(caryn on 2012 May 03)
Overall balance chart for 881

All Guards JS-IIs should have AT fire values of 8-8.

(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 (2)

Secret Weapons, scenario #23: Mandate Defense
Author JayTownsend
Method Solo
Victor Britain
Play Date 2011-09-30
Language English
Scenario SeWp023

Unlike some gamers, I love these Early Cold War scenarios from Iron Curtain & Secret Weapon and a few others. I wanted to play a scenario with Centurion I’s and this one looked very interesting. Both sides have similar forces.

The Soviet main armor forces consist of JS-2, T44 & Su101 vs. the British Centurion I & Archer. Both sides have a boatload of Infantry units and support weapons but only 1/3 of the Soviet forces have armored APC’s while the other 2/3 is soft skinned trucks in the open desert which is not good. All the British Transportation are armored APC’s but they all start dug-in as do the rest of the British units. Both sides have a lot of off board artillery and the Soviets draw air-support every turn. The Soviets get points for eliminating enemy units and exiting units off the South side, as they enter from the North side. The British receive points for eliminating enemy units and preventing enemy units from exiting. Also, there is no British COL in Beyond Normandy only 4 LT COLs so you had to borrow one from another game.

The British setup as a steel wall blocking the path south, with enough units to cover the whole wall in depth with Armor and Infantry mixed into the wall all dug-in and the weaker Archers farther back south as a last stop measure. The Soviets come on the Map North with two hills to cover them from view and artillery fire but once they pass these, they are in the wide open and the British have the second group of hills to their backs to fall back on if necessary. There is no smoke to cover the Soviets but they send their armor and APC’s loaded with Infantry forward as they have orders to process south. The soft trucks loaded with more Infantry and support weapons hang back behind the first group of hills hoping their comrades can punch a hole in the center they can exploit. The Soviet have two many units to attack in just one area, so in stead of getting backed up, they hit the center and the left flank of the British defenses.

Once the Soviets softened up a few areas with Artillery and air-support they charge forward with their armored battle group and the British Centurion I’s are waiting from them. The Largest group of Soviet Armor is burning in the desert and the second battle group is having another go at it and many of the APC’s are unloading fast, as they will soon become the targets after the armor. The British are now able to unload some of the artillery on the now exposed Soviet Infantry as they have been taking Soviet artillery abuse while dug-in for a few turns now, unable to respond and taking a few casualties of their own.

The Soviet push their second group of Armor forward getting the same results as last time and only taking out a few steps of British armor but still losing 3-4 time more of their own armor. In desperation they unload the rest of the Infantry from trucks in the rear and charge forward in the open, taking mass casualties.

I looked at the overall situation and called off the attack many turns early, as the Soviets have taken way too many step losses to win even if they break through. The Soviets have lost 55 steps to the British 10 steps and if this continues any longer, the Soviets will lose many more steps as the British steel wall of dug-in Infantry & armor with off board artillery is too strong. It’s a Major British Victory.

Maybe I should have softened up the British line a little more before moving in or focused all the attack to one flank but this scenario favors the British just a bit, with terrain setup.

Interesting but World at War Series (WaW) by LnL Publishing has their Cold War series based on the 1985 and with AP, you get a similar series within a series with Secret Weapons & Iron Curtain but in 1945-1950. I find it pretty fun to play with this new hardware for this time period. Armor warfare is a lot more lethal and your strategy has to change a bit from the 1934-1945 scenarios. It’s like a having a second gaming series but using the same system. I recommend trying Cold War & Extended WWII scenarios from 1945-1950, it a good break.

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Centurians trash Guards
Author Poor Yorek
Method Solo
Victor Britain
Play Date 2011-02-12
Language English
Scenario SeWp023

British set up in line, built up between two ridges and each ridge and board edge. Russians advanced along the road (trying to disguise ultimate axis of attack). British Centurians decimate Soviet armor as it approaches. Russian Air Force seems to have been drinking too much Vodka (read poor air draw and attack rolls). Same can be said for Soviet artillery units (poor rolls and good British morale checks using dug-in advantage). Russian leadership hammered during approach to the British line.

Soviet plan was to advance in the center, then shift to drive a wedge in the British line to take one of the large hills. Then, essentially use the LT to regroup/recover before making final drive for board edge.

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