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Overall Rating, 3 votes |
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4
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Scenario Rank: --- of 964 |
Parent Game | Bron Pancerna |
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Historicity | Alt-History |
Date | 1940-09-01 |
Start Time | 06:00 |
Turn Count | 28 |
Visibility | Day |
Counters | 108 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 2: 1, 4 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 181 |
AAR Bounty | 161 |
Total Plays | 2 |
Total AARs | 2 |
Battle Types |
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Exit the Battle Area |
Inflict Enemy Casualties |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Bron Pancerna | Base Game |
Deluge | Counters |
Fall of France 1 | Counters |
Fire in the Steppe | Maps + Counters |
Introduction |
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While Germany had been building new tanks and equipping more panzer divisions, the Polish Army had acquired new tanks of its own for its mechanized cavalry brigades. These brigades would have the task of blunting the panzer advances, with tanks designed to meet and defeat those of the invaders. |
Conclusion |
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The 1940 campaign in the West showed that the panzer divisions had nothing to compare to the outstanding Somua S35. In September 1939 they had few tanks that could match the Polish 7TP light tank, and a year later an improved version would have been in service. |
Additional Notes |
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Full strength Polish INF units have a direct fire value of 6-3. Piechoty (infantry) counters have been created for those players who are willing to make their own counters to reflect this counter variant. Counters from White Eagles and Eastern Front Deluxe may be used in place of those from The Deluge and Fire in the Steppe. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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Scen 1 |
For the German setup it should read "Enter anywhere along the west edge." The booklet has it "...along the east edge." (Juiceman
on 2021 Apr 06)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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Surprise |
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Interesting four scenario book on how the German campaign against Poland might have been different if the Polish forces had better armor and infantry weapons. The S35 and 9TP tanks in this first battle clearly outclass the more numerous PzII’s and are an even match for the few PzIIIF’s in the German OOB. Things did not start out well for the German Panzers as the opposing armored forces traded blows north of the village on map 4 with the S35’s knocking out a PzIII platoon with the opening shots. The PzII’s were able to get on the flank of the Polish armor to set up the crossfire bonus on the AT Table but they paid a terrible price for that flanking maneuver, with 10 out of 12 PzII platoons knocked out by game end. The PzII’s sacrifice was not in vain as they helped the PzIIIs, with minor help from the towed 37mm ATGs, knockout 70% of the Polish Armor, the German dice were hot which did not hurt. While the opposing armor was trading blows to the north of the village, the German Infantry was skirting south of the village staying just outside of HMG range trying to get to the woods in the southeast corner and off the map. The Polish forces used their two batteries of OBA to interdict the German advance but all they did was disrupt or slow down a company of infantry. There was a firefight in the woods with the Polish defenders but the German forces quickly overwhelmed them. If the scenario victory conditions were only about step losses the Polish side would have won a minor victory but the Germans had another VC which was points for each undemoralized step that exited off the east map edge, most of the German infantry as well their support weapons made it off the map edge which tipped the victory conditions back to the Germans. |
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Pin & Try to Outmaneuver the Poles – DRAT – Foiled Again! | ||||||||||||||
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This was a 7-session play through with the methodical & determined NBGB leading elements of the legendary Wielkopolsky Cavalry Brigade in a meeting engagement on the Polish plains. I led elements of the invading German 3rd Panzer Division, approaching from the west edge of the battle map in what turned into a free-wheeling, hard-hitting scenario. We used the FOW (starting on game turn 14), consolidation, smoke/illum, excess initiative and extended assault optional rules, and also these 2 house rules: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units — All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. Our action-packed first session (game turns 1-3) featured the Poles getting the jump on the Jerries and quickly moving west to seize the 7-hex town on Map 4, while their armor also moved west in an amorphous mass to the middle of the plain north of the same town. The majority of the German force moved rapidly down the east-west road and into combat, losing a platoon of mortars in the process. Left and right flank armored columns moved on both sides of the central thrust, in combined arms columns. Oddly, the bulk of the Polish armor remained in-place, with a few units filtering south to support that town defenders, and a single 9TP unit moving north and west. This probe was successful in capturing some German trucks and the PaK-36 towed, AT guns they were hauling. By the end of this session, the Germans had lost 6 steps and a level of initiative, while the Poles has lost a mere 2 steps. The second session (game turns 4-5) was a very grim one for the scrambling Germans who lost an additional 6 steps to accurate OBA, a close assault and some fierce adjacent hex firefights. The Poles suffered no step losses in the exciting session that featured a great deal of maneuver and many morale recoveries for the Wehrmacht. Four platoons of speeding Pz-II light tanks ran fled off the east map edge, which brought the victory point tally to: 13 for the brave Poles and 18 for the fast moving, but gamey, 3rd Panzer. Our high-mobility, third session (game turns 6-7) saw the loss of another 5 German steps in heavy fighting, with 2 additional Polish steps lost. In spite of these casualties, the Wehrmacht got enough additional steps off the east map edge to change the victory point tally to: 38 for the Jerries and 18 for the defending Poles. Free-wheeling maneuver continued for both sides, which placing a premium on long-range AT gunnery and adjacent-hex firefights, and close assaults. The very bloody, fourth session (game turns 8-10) was incredibly grim for the advancing Germans, with 25 more steps losses, to only a single step loss for the high-morale Poles. The only consolation for the 3rd Panzer was that a few more steps exited the east map edge & the Polish initiative level finally fell to 3. During our fifth session (game turns 11-13) the Germans continued, desperately trying to get off the east edge of the map, while taking 8 more step losses in the bargain. Once again the Poles only lost 2 steps as they repeatedly surrounded & pinned various elements of the few remaining Wehrmacht infantry and HMG formations in the Southeast corner of the battle map. At this stage, the victory point tally was a very close: 50 for the Polish side, and 51 for the Third Reich boys. The costly, sixth session (game turns 14-16) was characterized by repeated close assaults, some lucky German OBA strikes and fierce fighting in the southeast corner of the battle map. No additional German units were able to exit, and 6 more of Jerry steps were lost, along with 3 leaders, captured or killed! The Poles suffered 6 more step losses in the heavy fighting, but time expired before the end of the 17th game turn. As in the previous session, a draw was offered by the German side but was refused by the resolute Poles. The victory point count continued razor thin at very close: 56 for the Poles, and 57 for the Wehrmacht. Our seventh session (game turns 17-19) featured the loss of a combined 7 steps as the Poles continued herding the now-hapless Germans into the southeast corner of the battle map. By mutual agreement, a draw was declared at the start of the 19th game turn. The final victory point totals were very close: 61 for the Germans, and 59 for the Poles -- too close for anything other than a draw. Surprisingly, there were only 7 FOW-shortened in the 18 full game turns that we played. This was a fun-to-play, but far too long, and VERY gamey scenario, in which the German side may simply flow directly across that map in spite of the resulting casualties, and exit enough undemoralized steps to win by the end of the 18th game turn. Better play balance could be achieved by scoring just a single VP for every undemoralized, Pz-II light tank step that exits the east edge of the battle map. I give this deeply flawed scenario, a 4 in shared play, noting that it would normally merit a 2, without an experienced & cagey opponent. In any event, the more experienced player should helm the German side. Clearly unplaytested as published, it is manageable in SHARED play only, and not suited for SOLO play. |
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