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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Opening Moves
Workers and Peasants #15
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 75th Infantry Division
Soviet Union 50th Guards Rifle Division
Display
Balance:



Overall balance chart for WoaP015
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 913
Parent Game Workers and Peasants
Historicity Historical
Date 1941-06-23
Start Time 06:30
Turn Count 26
Visibility Day
Counters 227
Net Morale 1
Net Initiative 3
Maps 4: 1, 15, 4, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 208
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Breakout
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front Maps + Counters
Fall of France 1 Counters
Road to Berlin Maps + Counters
Workers and Peasants Base Game
Introduction

On the second day of Operation Barbarossa, the two foot units of German XLVII Motorized Corps were to open a hole in the Soviet lines for the panzers to exploit. The Red Army units facing them had been better prepared for the initial German onslaught than their brethren up north, and had bent but not broken.

Conclusion

At the opening of Operation Barbarossa the Wehrmacht stood at peak efficiency. This allowed them to drive the inexperienced defenders back despite their best efforts. The panzers were soon pouring through the opening.


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

Display Order of Battle

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

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)

Opening Moves
Author waynebaumber
Method Solo
Victor Germany
Play Date 2011-08-08
Language English
Scenario WoaP015

When after 6 months of waiting Workers & Peasants hit my door mat I could not wait to get into a big meaty scenario and this one is both big and meaty.A German division with excellent artillery, Luftwaffe support attacking a dug in Soviet division. The VC are pretty simple with the German having the choice of blasting a wide corridor across the two map boards or simply clearing two roads and the major town. As befits a big scenario (played solo) I considered both sides set ups totally separately. The RKKA went for a hedgehog defence covering the entire frontage keeping a company in reserve. The Germans went for a huge wedge with one flank resting on a board edge (the famous board edge creep attack) and using smaller Kampgruppes to pin as many Soviet forces in their initial positions. The initial attack went well with the German wedge rolling over the initial Russian front line units. The Soviets did regroup and for a while held the Germans at bay, while having realised the German intention tried to group a regiment to attack the extending German right flank. By Game Turn 16 the main German force was attacking the final Soviet line. The Russian commander launched his counterattack and though some ground was gained losses were very heavy due to continuous shelling and air attack. With the counterattack defeated the German commander he then turned his attention to the final defensive positions, these took all of the final 10 turns to clear with the last reduced Russian infantry demoralizing with the last morale check of the game. This resulted in a German major victory. I was going to rate this a 3 because it is a one sided scenario in as much the Soviet's do little but react to the German thrusts however any game of this size which goes down to the wire deserves a 4. I look forward to seeing if any one else tackles this one and reading their report.

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