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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Wind of Change
Police Action #3
(Attacker) East Germany vs United States (Defender)
Formations Involved
East Germany 2nd Leipzig Polizei Bereitschaft
Display
Balance:



Overall balance chart for ApPA003
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Police Action
Historicity Alt-History
Date 1951-11-01
Start Time 08:30
Turn Count 30
Visibility Day
Counters 43
Net Morale 1
Net Initiative 1
Maps 1: 24
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 164
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Police Action Base Game
Elsenborn Ridge Maps + Counters
Introduction

While the Soviet Army did not trust its new East German allies with sensitive missions, many in the Alert Police command burned to help liberate the West from the imperialists. Surely a small attack on an isolated Constabulary post would not carry too great a risk, as it would also be manned by militarized police.

Conclusion

The United States Constabulary drew the very best long-service veterans available from the Regular Army, and the "Circle-C Cowboys" considered themselves a crack force. Constant patrolling kept skills sharp, and the Alert Police would have found an alert opponent awaiting them across the demarcation line.

Additional Notes

The East German OOB repeated the entries for POL and HMG units, only 8 POL and 3 HMG in total are to be used.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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.

Display Order of Battle

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

Display AARs (1)

Party Fervor Just Not Enough
Author thomaso827
Method Solo
Victor United States
Play Date 2016-01-17
Language English
Scenario ApPA003

This scenario has the East German force attacking to eliminate troops and take town hexes. US has to keep town hexes and destroy East Germans. The East Germans drew about the best leaders so far from their meager selection, getting the 9 Kommissar instead of the 6 this time so he had some effect anyway. East Germans start with 8 POL, 3 HMGs, 2 mortars, a Ba-64, an Su-76 and 3 T-34s, while the US set up with 8 infantry, 2 HMGs, a mortar and 2 M4-76 Shermans. I placed 2 INF and a good LT in the small village in the northeast corner hoping to stop or delay any attack from tha direction and placed the rest in the large town, with one INF and an HMG each in 8080 and 0810 to hold the town flanks, and placed 2 infantry and a leader in all other town hexes except for 0710 and the city center at 0809, placing the US LTC, SGT and Morter there, and the tanks in 0909 where they could use their 180degree field of fire to engage most of the area the East Germans would have to pass through. The East Germans split into an armor force and a foot force, running the armor into the village to the north for a fairly quick victory, pushing the US out with a step loss, while the foot troops moved more cautiously over the hill in the southeast and through the woods there to keep some cover as long as possible but put them in a good position to move forward and assault town hexes. The East German armor sat on the edge of the northern ridge after chasing the defenders out and traded shots and casualties with the Shermans. The first Sherman survivor, having been demoralized, moved back into the city center to regain his shaken confidence while the other Sherman continued to trade shots. The East Germans lost the armored car and assault gun units as well as one T-34 step but succeeded in eliminating both steps of that last full Sherman platoon and then advanced to take the empty town hex where the Shermans had been. By this time, the EG foot troops were assaulting 2 points at the south side of the city, where assualts bogged down. At first, the lower morale of the East Germans didnt seem to matter much, but finally they started failing their morale checks, falling back and losing officers at an alarming rate. Their Captain was the first to go, and then the Major, leaving one LT forward and one demoralized some distance from the action. When the good order LT died with his 2 POL platoons, I had to call it a game, this on the end of turn 15. The US SGT had already started up the road with a platoon of infantry to reclaim the northern village hex and there was little the surviving EG LT could do to move all the surviving POL units back on the attack. With casualties just over double those of the Amricans, they started their fall back to their starting line for the day. Great game.

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