Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Crossfire
Police Action #1
(Defender) East Germany vs United States (Attacker)
Formations Involved
East Germany 1st Leipzig Polizei Bereitschaft
Display
Balance:



Overall balance chart for ApPA001
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Police Action
Historicity Alt-History
Date 1951-11-01
Start Time 09:30
Turn Count 20
Visibility Day
Counters 45
Net Morale 1
Net Initiative 4
Maps 1: 25
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 162
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Road Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Police Action Base Game
Elsenborn Ridge Maps + Counters
Patton's Nightmare Counters
Introduction

As Soviet armies plunged into West Germany, they detailed the East German militarized police to secure the rear areas: bridges, supply depots and the like. War between the superpowers meant that small satellite forces sometimes became caught between them, as happened when an American armored cavalry squadron pushed into East German territory to disrupt Soviet supply lines.

Conclusion

Recruited from staunch Communists, many of whom had seen combat during the Second World War, the East German Action 5000 could probably have been counted on to stand firmly at their posts. Their weak assortment of weaponry more than likely would have assured that they would also die there.

Additional Notes

American INF are considered recon units


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
  • 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).

Display Order of Battle

East Germany Order of Battle
Volkspolizei-Bereitschaften
  • Towed
United States Order of Battle
Army
  • Mechanized

Display AARs (1)

Brave but Doomed
Author thomaso827
Method Solo
Victor United States
Play Date 2016-01-09
Language English
Scenario ApPA001

The US brings 2 companies of armored infantry in M-39 APCs (from Patton's Nightmare), 6 Infantry platoons and 2 HMGs platoons with 1 Mortar, supported by 2 M-24 platoons (also from the Patton's Nightmare mix) to clear 8 East German Police platoons, 3 HMGs, 2 Mortars and a 75mm AT gun away from the crossroads on board 25. The crossroads is on a 20m hill and has lots of 40m hills that can observe it from woods, and the East Germans not in woods can begin dug in. The US enter from the east side of the board and get air support of 1 plane on any 2 turns but have no OBA, while the East Germans get a single 12 for OBA. The US wins if they prevent the East Germans from having a line of sight on the crossroads at the end of 20 turns. The East Germans set up with an infantry and HMG on the north-eastern corner of the hill at hex 0805, the 40m light woods hex at 0606, and the 40m woods hex at 1014, the 75mm AT with a Police at 0608 in the woods, and the remaining 4 with a LT and the Kommissar dug in in the light woods at 0809 and 0910. I split the US into two attack groups, the Major taking a larger force along with the tanks coming in and through the light woods in the north and the CPT leading the rest with the mortars along the road into the central light woods. the US manages to get in just far enough to spot one of the dug-in stacks and calls in air support, and the A-20s arrive but fail to do any damage. In the north, the Major gets into successful assault with the police and HMG units and quickly wipe them out, with a 30+ attack against an 18 column. The north and central East Germans fold up quickly, but the East German major with his POL and HMG hold the west central woods while the southern hill holds off the US with mortar and OBA fire until the US mortars succeed in demoralizing one of the 2 mortars and the demoralized mortars flee. Up until now, the POL and HMG in 1014 had been hoping to hold out to the end and swing around to get a last minute line of sight on the crossroads, but with the mortars now being assaulted in the next hex, they move to counter assault, but fail, losing a step at a time and slowing down the US assault as the odds against them shift, in the end the US fighting on the 30+ to the East Germans on the 5, and only then because of the leader. The East German major had been captured on turn 11, so it came down to this last disrupted stack trying to hold and then shift to observe the crossroads, but luck finally failed them, the final mortar unit dying and the LT being captured in assault with the US having nearly surrounded them assuring they would not have a chance to move into view of the crossroads. US victory. The East Germans have a morale, full or reduced, of only 7, and most of the East German leaders drawn were 7s as well, with a Kommissar of only 6. Interesting game.

And now that I start looking at the next scenario, I see I entered from the wrong edge for the US, which changes everyting in the cover approaching and where the East Germans need to set up. I'll be playing the scenario again in the near future to correct these things.

3 Comments
2016-01-09 14:26

Nice AAR Thomas! I want to tryout some of these scenario as well. I talked to Mike at AP about adding some more scenarios with East Germans vs. Canadians units when that supplement gets published to the daily content on APs homepage.

(edited 2017-05-27 03:51)

Thanks, Jay. I enjoyed this scenario and the other hypothetical cold war scenario books. Just wish there were more short scenarios of under 24 turns, but I hope to get to some of the bigger ones this year. The Canadians sound cool, but I'd also like to see the other side of Patton's plans, to take the surviving Whermacht units and turn them around to fight Russia. Even with the occupational forces, there must have been some small part of the old German army that could have been resurrected by 50-51 to fight next to the allies. Also missing British forces for this outside of those from Secret Weapons.

2016-01-13 14:56

Entering from the wrong map edge gives you a new tactical problem to solve. It adds to the imtellectual puzzle.

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