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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Staroe Isthmus
Black Sea Marines #6
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 73rd Infantry Division
Soviet Union 1st Perekop
Soviet Union 2nd Perekop
Display
Balance:



Overall balance chart for BLSM006
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Black Sea Marines
Historicity Historical
Date 1941-10-18
Start Time 07:00
Turn Count 20
Visibility Day
Counters 76
Net Morale 0
Net Initiative 1
Maps 1: 8
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 178
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Black Sea Marines Base Game
Fire in the Steppe Maps + Counters
River Battleships Counters
Introduction

The narrow gap between Lake Staroe and the Black Sea would be held by four Red Army rifle battalions and the two “Perekop Detachments” drawn from, 7th Marine Brigade. The flat, featureless terrain included the rail line leading from the mainland to the Crimean capital, Simferopol. That made the defense here vital to Soviet retention of Crimea, and the Marines would have the help of the armored train “Death to Fascism.”

Conclusion

Despite the heavy German bombardment, the Marines held their positions while the armored train dealt out death to the attacking fascists at point-blank range. By evening it was clear to Lt. Gen. Bruno Bieler of 73rd Infantry Division that his men had failed to achieve a breakthrough. The Germans would re-group and try again the following day.

Additional Notes

May use maps and counter from East Front Deluxe


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).
  • Armored Trains: see Rule 15.2 ~ 15.22

Display Order of Battle

Germany Order of Battle
Heer
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Misc
Navy
  • Towed

Display Errata (3)

3 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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 54

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

(rerathbun on 2012 Jan 30)

Display AARs (1)

Black Sea Marines #6 - Staroe Isthmus
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2024-09-01
Language English
Scenario BLSM006

Ugly scenario, all the hexes are treated as a salt marsh, which make the German advance rather slow, unless they use the railroad to quickly move across the map. The Soviet armored train slowed the German advance along the RR, as the Germans could not get their ATGs close enough to do any damage to the train before they were KO. The Germans had three objectives: steps, clear the E-W RR, and eliminate the train.

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