Panzer Grenadier Battles on November 24th:
Invasion of Germany #39 - Huchlen Town Panzer Lehr #26 - Rauwiller Bump and Run
Panzer Lehr 2 #25 - Roadblock at Ischermuhl Panzer Lehr #27 - Prompt Response
Panzer Lehr 2 #26 - Rauwiller Bump and Run South Africa's War #10 - Gialo Oasis
Panzer Lehr 2 #27 - Prompt Response Siege of Leningrad #7 - Voibokalo Station
Panzer Lehr #25 - Roadblock at Ischermuhl West Wall #9 - Huchlen Town
Errors? Omissions? Report them!
Las Tropas me Abandonan!
Blue Division #15
(Defender) Germany
(Defender) Spain
vs Soviet Union (Attacker)
Formations Involved
Germany 19th SS "2nd Latvian Grenadier" Division
Germany 226th Sturmgeschütz Battalion
Germany 390th Grenadier Regiment
Soviet Union 43rd Rifle Division
Soviet Union 63rd Guards Rifle Division
Spain 262nd Infantry Regiment
Display
Balance:



Overall balance chart for BluD015
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 586
Parent Game Blue Division
Historicity Historical
Date 1943-02-10
Start Time 06:45
Turn Count 45
Visibility Day
Counters 347
Net Morale 1
Net Initiative 1
Maps 12: 1, 14, 15, 16, 17, 18, 19, 21, 4, 5, 6, 8
Layout Dimensions 172 x 112 cm
68 x 44 in
Play Bounty 271
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Kill Them All
Road Control
Rural Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Terrain Mods
Scenario Requirements & Playability
Blue Division counters
Eastern Front maps + counters
Red Warriors counters
Road to Berlin maps + counters
Introduction

The far right flank of the Blue Division's position adjoined that of the SS Police Division, one of the worst formations in the German armed forces but one much better equipped than the Spaniards to resist armored attack. Here the Soviets planned a massive attack to overwhelm the Spanish with the sheer weight of men and metal, and finally end the siege of Leningrad. The Spanish had slightly better defenses here than to the west, but still lacked all the heavy weapons they needed to stop Soviet armor.

Conclusion

Overwhelmed by masses of hard-fighting Red Army troops, the Spanish fought furiously for several hours but as their officers fell one-by-one, their will to resist likewise dropped. By mid-day Spanish soldiers were streaming off the battlefield and total collapse appeared imminent. A German regiment had been alerted just fifteen minutes before the assault began to reinforce the weakly held Spanish sector, but it was still gathering for the march. The Blue Division's commander, Brig. Gen. Emilio Esteban Infantes, picked up the telephone to urge corps command to hurry the Germans along, and uttered the phrase that would relegate the Spaniards to second-rate status with their German peers for the rest of the war: "Las tropas me abandonan!" he cried. "The troops are abandoning me!"

Additional Notes

The Soviet Penal units (PEN) come from Red Warriors.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • 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
Heer
  • Mechanized
Schutzstaffel
  • Leader
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Towed
Guards
  • Towed
Spain Order of Battle
Army
  • 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 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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Epic Battle
Author GeneSteeler
Method Solo
Victor Draw
Play Date 2010-06-22
Language English
Scenario BluD015

Neither Road under Soviet Control.

Soviets control 6 boards. (two west, three center, one northeast). Soviets Guards alomst managed to capture a third board on the west side, which would have given them the victory.

Final Casualty Count: 122 – 69

A fantastic epic battle which was undecided until the final turns. The different paths to victory for the Soviets make this large battle interesting enough that I was tempted to play it again right away and try something different.

I think the Soviet Guards had enough power, armour and morale to take the west road if I focused the first 10 turns moving them forward instead of using my activations on the Guards in the northeast. Also, I think clearing seven boards was quite attainable, particularly given the Spanish set up. Had the Soviet regular army focused on clearing out their corner, instead of pushing down into the southeast, this could have been a possibility. Or, again, if only the Guards pushed forward more quickly.

For the Soviets, this was a major logistical feat. The Fog of war really means you need to group and chain your leaders effectively, and keep some semblance of formation. It also means you must focus on what is most important.

For the Spanish, they started too far back and probably should have set more entrenchments on the road and also inhabited some of the middle boards. The reserves should have all pushed forward from the southernmost boards as the German reinforcements could have occupied those towns. As it was, they were forced to reinforce the center boards and the Germans took heavy casualties from the massive Soviet artillery. This was probably the event that robbed the Spanish from getting their 3:1 casualty ratio to win.

All-in-all a fantastic scenario and well worth the time setting up and playing!

Scenario Rating: 5/5. A Monster, but definitely worth playing if you have the space and time.

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