Panzer Grenadier Battles on February 20th:
An Army at Dawn #32 - Kasserine Pass: Gore Force Nihon Silk #2 - Koepang, Day One
An Army at Dawn #33 - Kasserine Pass: Egged On
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Roadblock or Roadkill
Hammer & Sickle #5
(Attacker) Soviet Union vs United States (Defender)
Formations Involved
Soviet Union 117th Guards Motor Rifle Regiment
Soviet Union 15th Guards Tank Regiment
Display
Balance:



Overall balance chart for HaSi005
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 607
Parent Game Hammer & Sickle
Historicity Alt-History
Date 1951-10-25
Start Time 22:00
Turn Count 14
Visibility Night
Counters 85
Net Morale 0
Net Initiative 0
Maps 1: 22
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 208
AAR Bounty 220
Total Plays 0
Total AARs 0
Battle Types
Hill Control
Kill Them All
Road Control
Urban Assault
Conditions
Hidden Units
Minefields
Off-board Artillery
Reinforcements
Smoke
Illumination
Scenario Requirements & Playability
Elsenborn Ridge maps + counters
Hammer & Sickle counters
Road to Berlin counters
Introduction

Near the small town of Steinau an der Straße, elements of the American 3rd Infantry Division and 72nd Field Artillery Regiment set up a point defense to block Highway 66. The Soviet lead elements thought they might be able to blast their way through, turning the roadblock into roadkill.

Conclusion

The Soviet player has two choices really: clump the tanks and eliminate American positions one at a time, but slowly; or split into several groups and try to eliminate several enemies at once. The risk with the first strategy is running out of time, and giving the American more freedom to maneuver. The second strategy increases the risk to the Soviet units themselves as they are more vulnerable to counter attack. And oh, by the way, the Kommissar want to know what is holding up your attack?!


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • 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).
  • 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

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

Display Errata (1)

1 Errata Item
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Errors? Omissions? Report them!