Panzer Grenadier Battles on December 17th:
Arctic Front Deluxe #6 - Stalin's Giants Elsenborn Ridge #6 - Twin Villages: The First Night
Battle of the Bulge #12 - Fuller's Counterattack Little Saturn #7 - Buying Time
Battle of the Bulge #13 - The Missing Company Little Saturn #8 - The End of Hope
Battle of the Bulge #14 - Clervaux Little Saturn #9 - Scraping the Barrel
Battle of the Bulge #17 - Fuhren II Little Saturn #10 - Fighting Withdrawal
Battle of the Bulge #20 - The Greyhounds: 17 December Winter Soldiers #1 - Fuel Stop: Bullingen
Elsenborn Ridge #5 - Collision
Errors? Omissions? Report them!
Unleashing the Red God
Red Warriors #3
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 2nd Luftwaffe Field Division
Soviet Union 17th Guards Rifle Division
Soviet Union 1st Mechanized Corps
Display
Balance:



Overall balance chart for ReWa003
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 588
Parent Game Red Warriors
Historicity Historical
Date 1942-11-25
Start Time 09:00
Turn Count 40
Visibility Day
Counters 198
Net Morale 0
Net Initiative 2
Maps 6: 10, 12, 3, 4, 6, 9
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 179
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Enter & Exit
Road Control
Urban Assault
Conditions
Minefields
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge maps
Eastern Front maps + counters
Red Warriors counters
Road to Berlin counters
Introduction

At the outset of Operation Mars, General G.F. Tarasov of the Soviet 41st Army was charged with attacking the German line on the western shoulder of the Rzhev bulge in front of Moscow. He chose his target carefully. Scouts reported that the German lines were held by Luftwaffe ground troops, who Tarasov called "Army Group Center's Romanians." Lax German security allowed the Soviets to mass their assault troops, register artillery fire and clear approach routes without the enemy suspecting anything. At 0900 Tarasov executed Marshal Georgi Zhukhov's order to "unleash the Red God of War."

Conclusion

Col. E.V. Dobrovl'sky's 17th Guards Rifle Division smashed the badly-trained Luftwaffe ground division. Two of the Luftwaffe Division's regiments and one from the neighboring 26th Infantry Division disintegrated, and panicked Germans flooded the rear areas. Within hours, Maj. Gen M.D. Solomatin's 1st Mechanized Corps was pouring through the hole, and patches of heavy forest slowed the Soviet tankers more than German resistance.


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
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Luftwaffe
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized
Guards
  • Towed

Display Errata (7)

7 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 581

HoSU and RW counters were incorrectly printed as 4-7 AT value. Per HoSU scenario book these should all be 4-8

(triangular_cube on 2017 Oct 08)
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 896

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

(danradz on 2011 May 04)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Long and slow scenario
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario ReWa003

This one took me about a month to play. With the volume of units and being mostly infantry it was a slow advance. The battle is really two actions one in the north with the Luftwaffe division pitted against the Guards division and in the south the Wehrmacht division against a RKKA division. In my play the Guards advanced very well against the Luftwaffe division. Once the fighting started the German troops started breaking, even the 88mm was hit with OBA and knocked out. The RKKA division had a harder time, German OBA hit them early and many troops we demoralized so they spent most of the game recovering. The rements started to drift north to provide flank support for the Guards. Altougth the Soviets has success they only met two of the four objectives giving the Germans a minor victory.

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