Blue Division #16
|(Defender) Spain||vs||Soviet Union (Attacker)|
|Soviet Union||72nd Rifle Division|
|Spain||269th Infantry Regiment|
|Overall Rating, 4 votes|
|Scenario Rank: --- of 609|
|Parent Game||Blue Division|
|Layout Dimensions||43 x 28 cm
17 x 11 in
|Scenario Requirements & Playability|
|Road to Berlin||maps|
The Blue Division remained a favorite target of Soviet probes, thanks to the healthy extra rations its troops received from Spain. Heavy artillery fire usually heralded the attacks, designed to maximize stress on the Axis defenders and keep the Red Army's troops sharp. While the division commander was receiving the Knight's Cross a few miles away "for reasons no one at the front could fathom," a small-scale raid was under way against one of his rifle companies.
The Soviets broke into the Spanish positions and made off with a fair amount of coffee, tobacco and chocolate. The Spanish drove them out in a close-quarters assault, and by lunchtime the front was quiet again. Within a few days, the first withdrawals of the Blue Division would begin and most of its troops would return t Spain.
|2 Errata Items|
Red Warriors is not needed to play this scenario if Eastern Front Deluxe is owned.
(GeneSteeler on 2011 Jan 16)
The reduced direct fire value in Kursk: Burning Tigers is 4-4.
(plloyd1010 on 2015 Jul 31)
|Ivan Said, No Mas|
The Spaniards set a minefield that channeled the Soviets in to the center. The Soviets, didn’t take that route, and that proved fatal. The Soviet engineers were not able to get enough units across the minefield in strength. The rest were hung up on the minefields and cut up with mortars and DF. The Soviets did pull back to reorganize, but never got across the minefields to take any town hexes. Spanish win.
|Blue Spanish Eyes|
This small one map scenario looks typical PG Eastern Front fare, Soviet forces an attacking outnumbered entrenched enemy however canny VC's make this scenario stand out. The Russkies are raiding the Spanish lines mainly to plunder rations rather than any strategic reasons and win by controlling 4 town hexes at any stage of the game and not losing twice as many steps as the Spanish. They can also win but eliminating four Spanish steps and not losing eight of their own. If neither of both players win its a tie. The Spanish have entrenchments and minefields to help defend, the Soviets though have plenty if time to carry out this raid and should be able to avoid the minefields. In my game the Soviets moved around the main minefield and carried out a flanking attack on the only town held by the Spanish, this took some time to get units in place for the assault on the town but with accurate MG and artillery fire pinning down the Spanish INF in their trenches the assault went in with little loss. Having captured 4 town hexes and looted as much food and vodka as they could carry the Soviets who had only suffered 1 step loss so far and had inflicted 1 step loss only had to hold on for a couple of turns to win the game. However a desperate Spanish counterattack resulted in another unexpected step loss (12 rolled in a 5 column assault) meant that a tie now seemed the likely result. However on the last turn a reduced Sov INF unit fired at pointblank range into a Spanish held entrenchment where DEM Spanish INF were hunkered down. 12 rolled, Morale check failed by 3 = another Spanish step loss and a Soviet victory. Lots of fun with this one.
|Soviets undertake a raid against a highly defended Spanish position.|
Soviets enter in the north and descend against the Spanish occupied town. Spanish HMG and mortar open fire. The HMG is demoralized by a lucky artillery strike.
Soviets capture the small east town with their Recon platoon
Led by their engineers, the Soviets charge into the minefields surrounding the town while the Spanish HMG recovers.
Soviet infantry enters the town as the HMGs advance. Soviets lose half a platoon in the minefields.
Soviets flee from the Spanish HMG and the Spanish fire close range. The Soviets are shattered as their RCN is eliminated!
Spanish then lose half an infantry platoon by Soviet HMG fire. Spanish HMG moves to reinforce the hurt infantry. The Soviet artillery tries to finish off the demoralized Spanish infantry by fails.
The Soviet assault team rallies (two HMGs and an INF) and the reduce the Spanish HMG in assault.
Only 7 turns to go. The Soviet assault team recovers, falters and spends another half hour recovering.
At the 4 hour mark the Soviet assault succeeds and the entrenchment is taken and the Spanish HMG is eliminated! Soviets have half an hour to get one more entrenchment or inflict one more casualty.
The Soviet assault team continues their attack but they are thoroughly disrupted reduced and demoralized by Friendly Fire!
In the final minutes the assault team’s reduced HMG flees to be replaced by Soviet engineers. (back at 13 Direct Fire with ENG bonus).
But time is up! Who won?
Soviets were still one hex and one step away from victory. The Spanish inflicted 5 casualties. Needing at least twice as many casualties they also just missed their win condition!
I often find these small scenarios pretty bland and sometime very unbalanced. This one is one of the exceptions and was a great little scenario that set up and played in about an hour. Spanish defence is fairly static, but they have a number of choices in how and what to defend.
Scenario Rating: 3/5 – Decent small urban assault scenario.
COMING SOON: Blue Division Scenario 17.