Bodyguard of the Estonian People
Eastern Front #78
|(Attacker) Germany||vs||Soviet Union (Defender)|
|Germany||464th Infantry Regiment|
|Soviet Union||180th Rifle Division|
|Overall Rating, 17 votes|
|Scenario Rank: 560 of 588|
|Parent Game||Eastern Front|
|Layout Dimensions||43 x 28 cm
17 x 11 in
|Scenario Requirements & Playability|
|Eastern Front||maps + counters|
Sixty miles northeast of Rzhez, the 253rd Infantry Division's 464th Infantry Regiment held the line. Part of the main line of defense was hill 747, a commanding position in the area. On the afternoon of 15 November 1941 troops from the Soviet 180th Rifle Division, formed from two divisions of the Republic of Estonia's army, captured the hill from the Germans. Short of support weapons-the old Estonian, British and Swedish-made equipment had been abandoned for lack of ammunitions or spare parts - the Estonians dug in to hold their ground with infantry. The Germans came back that very night.
The attack completely surprised the Estonians, who did not expect the invaders to respond so quickly. Five Germans were wounded in the attack; the German claimed 70 Soviets killed and 60 captured.
|3 Errata Items|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
(plloyd1010 on 2015 Jul 31)
The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".
(Shad on 2010 Dec 15)
The reduced direct fire value in Kursk: Burning Tigers is 4-4.
(plloyd1010 on 2015 Jul 31)
|Keep it Moving Hans!|
Soviets set up with one unit on each of the hill hexes and one platoon to the west of the hill. The Germans set up in an east-west line south of the hill with the 81mm mortars another hex farther back out of sight of the Soviets. On turn one the German infantry moved adjacent to the hill while the Soviet opportunity fire was ineffective. On turn two the Germans had the initiative and immediately assaulted one of the hill hexes, reducing and demoralizing it's Soviet occupant. The Soviets tried to move other units up for support, but the scenario special rule kept them where they were. The next turn saw the Germans take the assault hex but their stack of units was then hit with fire from adjacent hexes and many units were disrupted. Turn four saw the disrupted Germans recover and other Germans assault two other hexes. By the end of the fifth turn the Germans had captured three hexes, however some of their units were disrupted and would need time to recover. The two remaining good order Germans assaulted the final two hill hexes occupied by reduced units on turn 6. By turn 7 the Germans eliminated all Soviets on the hill and and won the game. All in all, a great little scenario that requires a great deal of aggression and luck for the German player to win. He has to assault because the hills and darkness make direct fire less effective. Also, if he gets held up much at all the seven turns will fly by and he won't have time to capture all the required hexes.
|Obviously the Estonian People aren't counting on this protection.|
The Soviets are badly outmatched in this one. The Germans have firepower and morale and start out very close to the Soviets, in the dark. On the other hand, as the statistics point out, this is a very competitive scenario as the turn length forces the Germans to be more aggressive than their force mix can clearly accomplish.
This is very short (7 turns) and very small in terms of units engaged and is well suited for a learning scenario to get a feel for morale differences, hill terrain and assault combat. It is not a sufficiently involved situation for those looking for a challenge but it is perfectly well suited for a teaching tool for new players.
I would suggest this for a ftf play or two. There's not a lot going on from a maneuver standpoint but there is plenty of variability in results. If there is a true beer and pretzels scenario in PG this might be it.
|A Bloody Nose and a Sharp Reminder|
Well, you wouldn't expect this to be a Soviet victory, with the German possesing qualitatively superior troops and plenty of support weapons. However, the few advantages granted the Estonians by e hill position and the darkness were enogh to leave them occupying two hill hexes, just enough for the win. The German superiority in support weapons was largely negated by darkness, and the mortar battery seemed to have a terrible night, failing to inflict so much as a morale check in seven turns. Likewise, German assaukt bonuses for superior morale were matched by Soviet bonuses for the hill position. In the end, the Germans lost two of ier three rifle platoons and were out of the game by turn six. A very enjoyable re-introduction to a system I've been away from for a while, and definitely deserves more attention than it probably gets amongst the 112 scenarios in EFD.
|Bodyguard of the Estonian People - Eastern Front Deluxe Scenario 78|
This scenario is a very short game of few turns and few units set during the night.
** Battle Report**
Launching their attack from within 250 yards of the enemy occupied hill at 2200 hours, the German infantry platoons opened fire on the Estonian defenders supported by some 'infantry guns' too. This allprved very ineffective, firing in the dark and up hill as they were. Estonian return fire also proved just as futile. The German platoon commanders determined to on a daring flank assault.
The assault was designed to hit the weakly defended flanks and after braving the enemy's close defensive fire, the 464th infantry regiment got amongst the Estonians, lobbing grenades and firing close-in with their Schmeissers causing great panic in the defenders ranks. In the melee wrapped in darkness, Estonian casualties began to seriously mount up and before long, the Germans were controlling the hilltop and mopping up the last parts of Estonian resistance. The battle had lasted little more than 90 minutes (6 turns).
Casualties were as follows : 220 Estonian infantrymen wiped out in the surprise night attack against just 25 German infantry casualties.
|Speed is the key|
NOTE: I use the notation  to indicate a reduced strength unit.
Very short scenario (7 turns) set at night so not much time for prep fire. The Germans need to clear 5 hill hex of Soviet units. The Soviets start with 6 (2xINF, 1xHMG, 1xSMG and 1x[INF] and 1x[HMG]) units with 2 LT's and cannot start stacked. If fact they must roll a 5 or 6 to be able to move.
Germans started their forces (3xINF, 1xHMG, 2x81mm, 1x75mmIG with 2xLT and 1xSGT) two hexes from the hill (as close as they could) except the 2x81mm started further back.
I had the Germans try a fire group with the INF and HMG against the nearest Soviet unit (a [HMG]) and it did nothing.
Next turn the Germans moved up adjacent to the hill and Soviets. The Soviet moved a couple units to create a couple of stacks.
The next 5 turns consisted of German assaults to try to clear the hill. They only killed 3 Soviet steps but DEM all other units through the last turn. By this time only one Soviet unit was still on the hill (a DEM [HMG] with a 0-1 LT). All German units had activated already so it all came down to FOW and whether the DEM [HMG] could pass a morale check.
The Soviets had 3 demoralized units off the hill and activated each of them first to get to the FOW roll. The Germans had 4 activations to start the turn so all their units had already gone.
The FOW roll was a 12 so they had to try to recover the DEM [HMG]. Since this unit was in an assault a failed morale check would result in it having to leave the assault hex.
The dice were rolled and the result was a 2! The unit need a 5 or less to pass and rolled a freaking 2 for total recovery.
Looking back I made a mistake on the first turn by trying to fire on the Soviets with my INF instead of charging right up and getting the assaults started a turn earlier.
|Rearguard of the Estonian People|
For about 45 minutes, Russian forces held firm, demoralizing one grenadier platoon upon approach. Turn 4 saw Germans finally attain a foothold in assault on the eastern slopes. Time ran out, however, before the Heer was able to consolidate their possession fully.
As a quick senario to play it might just be worth lookingat this one. But in my humble opinion this scenario is unbalanced and even worst boring. As the Soviet player you sit and watch the Germans march up to you set up a fire group cause disruption demoralisation or worse results they then close for the assault and wham bam its all over. Ive had more fun at the dentist.