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Go for Broke 2 #3 - High Ground by Daylight Red & White #25 - Szczecin Front Line
Go for Broke 2 #21 - Justifiable Fury Counter Attack #64 - Rakkasans
Go for Broke #3 - High Ground by Daylight
Errors? Omissions? Report them!
Timberwolves
Iron Curtain #1
(Attacker) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 160th Guards Tank Regiment
Soviet Union 3rd Guards Cavalry Division
United States 104th "Timberwolf" Infantry Division
United States 750th Tank Battalion
Display
Balance:



Overall balance chart for IrCu001
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 579
Parent Game Iron Curtain
Historicity Alt-History
Date 1945-05-09
Start Time 07:00
Turn Count 30
Visibility Day
Counters 152
Net Morale 0
Net Initiative 1
Maps 4: 15, 17, 18, 19
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 169
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Meeting Engagement
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Airborne - IE counters
Battle of the Bulge counters
Iron Curtain counters
Red Warriors counters
Road to Berlin maps + counters
Introduction

Over 60 years later, the fairly insane notion that the United States should have immediately began hostilities against the Soviet Union at the close of World War II is still heard in some corners. In an age that still expected honorable conduct from its leaders, an unprovoked attack on a sovereign nation, damning U.S. soldiers to additional years of bloody combat, would have enraged the American people and brought down the government.

Conclusion

Under Terry de la Mesa Allen's firm leadership, the 104th became a crack division thanks to hard training. It was involved in some of the hardest fighting during the war's last days and linked up with Soviet forces in late April. The Red Army's cavalry remained in the front line until the war's end, and 3rd Guards Cavalry Division took a key role in isolating Berlin. Cavalry divisions remained in the Red Army until the 1950's, though they were withdrawn to home military districts after 1945.


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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

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

Display Errata (2)

2 Errata Items
Overall balance chart for 887

Direct Fire values should be 5-1. Ignore misprints.

(danradz on 2011 May 04)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display AARs (1)

A Quick Flash in the Pan
Author TheDoctor
Method Solo
Victor United States
Play Date 2014-01-14
Language English
Scenario IrCu001

Setup: The Soviets sent their cavalry units West accompanied by several armored platoons to take the two town hexes on Board 15, and to intercept the Americans in the field. The tank-riding SMG's move south onto Board 19 and setup in the woods against the Americans. Meanwhile the Americans split their own forces into three parts, one to attack east then north onto Board 17, another to move northeast across the diagonal of the maps and the last to attack north then east through Board 15.

Play: The Soviet hold back their units, forcing the Americans to attack in order to capture town hexes. The Americans approach under the cover of limiting terrain, until turn five, when the American infantry charge forward. Only the group in the middle withers under Soviet fire, but all three groups suffer heavy armor losses on the the American side.

The next turn the Americans gain initiative by three and assault across the entire map, and the remaining American armor picks off the Soviet armor now that they are tied up in assaults. Over the next hour, the American infantry gain ground through their assaults once the Soviet armor slowly disappears from American AT fire, except in the middle of the map, where the Soviet's luck continues, destroying the American company, freeing the superior Soviet armor to destroy the rest of the American armor. However, the remaining forces decide to retreat to the main town on Board 17 because the Americans have decimated the Soviet forces elsewhere on the map. However, after recovering their morale and analyzing their terrain gains with respect to their losses and decide not to follow the Soviets, and take up their own defensive positions in the woods until the end of the game.

Game Result: The Americans win a Major Victory. The Victory Points stand at 40-24, with the Americans leading with a 16 point final lead.

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