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
Errors? Omissions? Report them!
Breakthrough at Ishun
Black Sea Marines #7
(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 BLSM007
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Black Sea Marines
Historicity Historical
Date 1941-10-19
Start Time 07:00
Turn Count 24
Visibility Day
Counters 86
Net Morale 0
Net Initiative 1
Maps 1: 8
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 181
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
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

Lt. Gen. Johannes Zuckertort, commanding the German Eleventh Army’s artillery, massed every battery he could find behind the assault troops north of Lake Staroe. This time the assault would be a brutal affair reminiscent of the Imperial German Army’s artillery-backed offensives a generation earlier. The Marines could do little but hang on, unable to dig deep shelters in the marshy ground. When the bombardment lifted, the German infantry came forward again.

Conclusion

The Marines, still backed by well-aimed fire from the armored train, grimly held their positions along the lakeshore. Just to their west the Red Army’s 361st Rifle Regiment gave way and German infantry supported by assault guns poured through the gap. The armored train escaped but the Marines were pressed against the lakeshore; their commanders would later direct them to try to make it to Sevastopol in small groups.

Additional Notes

May use maps and counters 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).
  • 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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Armored Trains: see Rule 15.2 ~ 15.22

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Leader
  • 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 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)

Display AARs (1)

Black Sea Marines #7 - Breakthrough at Ishun
Author Juiceman
Method Solo
Victor Germany
Play Date 2024-09-01
Language English
Scenario BLSM007

Adding insult to injury we have a repeat of the last scenario, except the Germans have a larger infantry force, a company of Stugs and a shit load of OBA, 182 BF worth. Even with the -1 BF for the marsh and -1 for being dug in, the Germans pounded the battalion of BSM to win this boring scenario.

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