Panzer Grenadier Battles on May 15th:
Afrika Korps #30 - Operation BREVITY: The Scots Guards Fall of France 1 #20 - Early Montcornet
Afrika Korps #31 - Operation BREVITY: The Rifle Brigade Fall of France 1 #21 - Red Dusk
Afrika Korps #45 - Operation BREVITY: Fort Capuzzo Fall of France 1 #22 - Furia Francese!
Afrika Korps #46 - Operation BREVITY: Sidi Azeiz First Axis #19 - Korbela's Tank
Cassino '44 #27 - Hitting the Road Fall of France 2 #19 - Early Morning at Stonne
Cassino '44 #28 - Pignataro Fall of France 2 #20 - Aryan Panic
Division Marocaine #1 - 1940: Fall of France Scenario 18: The Iron Line: South Fall of France 2 #25 - Early Montcornet
Division Marocaine #2 - 1940: Fall of France Scenario 21: Red Dusk Road to Dunkirk #4 - The First Victoria Cross
Division Marocaine #3 - 1940: Fall of France Scenario 22: Furia Francese! Road to Dunkirk #5 - Taking Opportunity
Germany's Colonial Empire #2 - Counter Attack Slovakia’s War #13 - Korbela's Tank
Fall of France 1 #16 - Early Morning at Stonne Swallows of Death #3 - Sart-Ernage Farm
Fall of France 1 #17 - Piercing the Iron Line Swallows of Death #4 - Red Dusk
Fall of France 1 #18 - The Iron Line: South Swallows of Death #5 - Furia Marocchina
Fall of France 1 #19 - Hard Enough Swallows of Death #18 - Sacrifice at La Horgne
Errors? Omissions? Report them!
Polish Surprise
Bron Pancerna #1
(Defender) Poland vs Germany (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for 34BP001
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 964
Parent Game Bron Pancerna
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
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Bron Pancerna Base Game
Deluge Counters
Fall of France 1 Counters
Fire in the Steppe Maps + Counters
Introduction

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

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

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.


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

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Poland Order of Battle
Wojska Lądowe
  • Mechanized
  • Motorized

Display Errata (2)

2 Errata Items
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)
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)

Display AARs (2)

Surprise
Author Juiceman
Method Solo
Victor Germany
Play Date 2021-04-17
Language English
Scenario 34BP001

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!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Draw
Participants NBGB
Play Date 2025-05-07
Language English
Scenario 34BP001

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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