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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Ispanskii Kaput!
Blue Division #4
(Defender) Spain vs Soviet Union (Attacker)
Formations Involved
Soviet Union 305th Rifle Division
Spain 250th Replacement Battalion
Display
Balance:



Overall balance chart for BluD004
Total
Side 1 4
Draw 2
Side 2 3
Overall Rating, 10 votes
5
4
3
2
1
3.6
Scenario Rank: 329 of 940
Parent Game Blue Division
Historicity Historical
Date 1941-11-13
Start Time 08:30
Turn Count 20
Visibility Day
Counters 84
Net Morale 1
Net Initiative 0
Maps 2: 17, 19
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 137
AAR Bounty 153
Total Plays 9
Total AARs 4
Battle Types
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Blue Division Base Game
Eastern Front Counters
Red Warriors Counters
Road to Berlin Maps
Introduction

Having held the Muravevskiia Barracks for over two weeks, the Soviets now used the fortified post as a jumping-off point for their own offensive against the Spaniards. The tough Africanistas of 250th Replacement Battalion, known throughout the division as "the buggers" from their service in Morocco, did not await the attackers in their emplacements like normal infantry. Led by their officers, they charged at them with knives and bayonets to engage them hand-to-hand.

Conclusion

The near-total replacement of the battalion's officers and a levy of fresh recruits received since the October debacle had taken off some of the battalion's fighting edge, but it remained a potent force led by fanatics: Sgt. Candido Cabezas Mendez, his body shattered by a grenade blast, dragged himself upright against a tree and screamed Spanish Legion war cries until he died.

Additional Notes

The Soviet Penal units (PEN) come from Red Warriors.


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

Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Towed
Spain Order of Battle
Army
  • Towed

Display Errata (2)

2 Errata Items
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (4)

The Soviets are advancing on our well defended position. Sir, shall we fire? No, CHARGE!!!
Author GeneSteeler
Method Solo
Victor Draw
Play Date 2010-12-15
Language English
Scenario BluD004

The Soviets are advancing on our well defended position. Sir, shall we fire? No, CHARGE!!!

Note: Score will be denoted by (x-y), where x=Soviet casualties, y=Spanish casualties.

BATTLE SUMMARY

Soviet forces begin their advance toward the Spanish. They position the Penal companies to lead the attack. The Africanistas, manning their HMGs open fir…wait… instead of opening fire they leave their urban buildings and begin to charge the Soviets!!!

Note: Maybe the Soviet condition won’t be too hard! If the Spanish fanaticism makes them charge, they can hopefully taunt them and sit back. This will be interesting!

Soviets advance and the Spanish back into town. The Penal platoons come under HMG fire and the Soviets set-up outside of town.

Spanish charge out of the town again and initiate assault in the woods and open terrain east of the town! (1-0)

Spanish continue to fight against their own fanaticism and Soviet SMG platoons enter the undefended town! (3-2)

Casualties are high and the Spanish that advanced are eliminated. Soviets head westward toward the second town. The defenders are spotted and Soviet artillery eliminates Spanish AT Battery. (5-10)

Note: Casualties are actually even, but those PEN platoons don’t count toward victory conditions!

Soviet armour begins to pound the west village. Spanish infantry charges!!! They eliminate a Soviet platoon in the fields but are caught out of the protection of the village!

In the eastern town, Spanish infantry initiates another assault. (9-14)

The last of the Spanish infantry in the west village is demoralised and flees to the north. The western town hexes are all under Soviet control, although Spanish infantry still lurk in the fields. What seemed impossible occurred due to the Spanish Fanaticism!

In the eastern town though, weak Penal units are clogging up the assaults.

To the west, Spanish infantry assaults the Soviet T-26s and eliminate a full platoon of armour!

The Soviets just can’t get any favourable results in the eastern town assaults and the 5 hour time limit is reached.

Final casualty count is (16-20) (tanks count double but the 8 Penal steps lost count for nothing!)

Neither side succeeds in their victory condition, but both are very close! (Two Spanish platoons remain in the eastern town)

DRAW!!!

Aftermath

This was a very fun quick scenario that can be played in a single sitting. The Spanish fanaticism is almost humourous at times!

Only qualm is that the special rules are a bit vague when it comes to demoralized/disrupted units and leaders. Basically, I treated the Spanish Fanaticism like the Penal units. “Charge if able”

Scenario Rating: 5/5. I’ve decided to give this a rare 5/5! I’d gladly play this one again (either side). It’s quick and low density (not my preference), but still has plenty of surprises and twists.

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Soviets Ran Out of Time
Author Hugmenot
Method Solo
Victor Soviet Union
Play Date 2012-11-11
Language English
Scenario BluD004

Played solo in 3 hours.

Same exact battlefield as in scenario 2 except this time, the Spaniards control the towns on the western map and the Soviets must dislodge them.

The Soviet penal troops rush forward and survive first contact in relatively good order. Even worse for the Spaniards, one platoon of penal troops is disrupted next to town and make it impossible to fire at the Soviet troops until they get into good position.

The Soviets send troops in the north woods to assault the village from the rear, and a powerful fire group to the south woods to spread out the Spanish defenses. The Spaniards take a few opportunity shots at a few units moving into the woods and, what do you know, snake eyes twice in a row!

The Soviets use combine arms to assault the town but their few assaults failed badly and must waste 1 hour to recover morale. Three hours into the scenario and the Soveits do not yet control a town hex. Time to act rashly and I send a detachment to the 2-hex village for the Soviets to have a chance.

Helped by very precise artillery support, the detachment ejects the Soviets defenders from the small village. The battle for the larger village rages on and the issue is in doubt until the very end. The Soviets have favorable odds in every assault but “1s” and “2s” just won’t cut it.

The Spaniards still hold 3 town hexes and have inflicted 1 more step loss than they received. Spanish victory.

I rated this scenario a “4” and recommend it for both solo and shared play. The Spaniard player will need to react to the Soviet movements and the Spanish fanaticism SSR will make them hard to control.

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Law of unintended consequences
Author campsawyer
Method Solo
Victor Spain
Play Date 2013-04-17
Language English
Scenario BluD004

*This was a solo play that I thought would be quick play, but not quite. I found it interesting as it has both sides with "forced" troops. The Soviets have the penal troops while the Spanish have fanatical leaders. The leaders are interesting as they will possibly go fanatical when they activate. Although note that this possible fanaticism will not happen if they are recovering, but will when they are in an assault hex. But with my play, it seems that this can be avoided, if a player positions properly. My narrative will note this.

I did like this scenario but feel that this SSR needs a bit more to force the Spanish into a more desperate situation. Defensively, the Spanish can be very strong, but not impervious.*

The Spanish setup the bulk of their forces in the larger town on board 17. HMGs hold the western approached with dugin INF's in front. A lone AT gun is in the town with the other covering the south side of town from the fields to the south of the smaller town. INF's hold the large towns flanks. The Spanish command structure is good with leaders with 10's and 9's. The is one super Tenente at 11-1-2. He holds a key dugin position in front of the HMG's. More on him a little later.

The Soviets hold the Barracks on board 19 with a company of troops, but the main force will enter from the east. Penal troops will lead the attack with two battalions of Soviet troops and a company of T-26's advance to force the Spanish from the town. The Soviet decide that they will need all troops forward as their morale is less than the Spanish and leaders are even worse.

After three turns the advancing Soviets make contact with the Spanish. Soviet OBA is good for this scenario and with a 42 OBA factor start getting step losses while the units are advancing. This starts to put a pinch on the Spanish to recover disrupted units, but their super Tenete fails to recover for 45 minutes. This leaves the Spanish dugin troops without a leader to support morale checks during the bombardment. As the Soviets creep forward, the Spanish must wait and Commandante has strict orders not attack but just OP fire while the Soviets advance. This makes it hard as the leaders cannot assist with any recoveries or direct fire.

When the Soviets are in range the Spanish open up with mortars first followed by the HMG's. Predictably, the low morale Soviets begin the disrupt and demoralized, but some make it through the fire to close on the north side of the large town. Penal troops leading the charge but get killed trying to assault. A second group does make it in to a reduced Spanish INF hex and lock up the Spanish troops. A Tenente activates to help but gets the whole northern INF group advancing into the woods. The Soviets respond with the reinforce company that tries to get around the Spanish in the woods. Out of the town they are vulnerable to the Soviet OBA, that does get some step losses. Spanish OP fire is good and disrupts or demoralized the flanking Soviets.

To the south, the Soviets have better luck and get into the woods south of the large town. From here two platoons move to take the smaller town from the 81mm mortars that have been harassing the Soviet advance. Spanish fire from the south side of the large town slow this advance, but eventually the Soviets force the mortars out of town. But to the north is a 37mm AT the is preventing the T-26's supporting an attack on the south side of town. On board artillery disrupts and demoralized them and eventually they spike their guns and run.

The Soviets continue to push the troops into the southern woods. Tank fire into the dugin troops demoralize the Spanish and the Soviets assault the southern foxholes. Clearing them the Soviets go for the stronger defenses with the super Tenente. With a leader and a T-26 an INF piles into the super Tenente's position. The Soviet attack fails with the INF demoralizing. The Tenente see's opportunity for glory and charges the tanks and demoralized INF. The score a step loss on the tanks by pitching grenade bundles into the treads, but the Soviet counter attack is accurate and kill a step of Spanish INF. Retreating back to their foxholes the super Tenente is struck by machinegun fire from the reduced tanks and is mortally wounded. His faithful runners try to get his body but are also killed by the fire.

The Spanish continue to push in the north. More penal troops charge a reduced Spanish INF in the northern woods. Tieing up the Spanish, the Soviet units move around to get to the open town hexes in the rear. Spanish mortar fire slows the Soviets but eventually the Soviets gain the north-west town hex. The Spanish pull back the units in the assault with the penal troops as the Soviets try to press the reduction of the perimeter. But Spanish HMG fire disrupts the Soviet advance.

Back to the south the Soviets are stuck in the woods with several early FOW rolls, but eventually get something moving in the front of the town. Fire on the dugin troops kill two steps but the remaining troops recover quickly to provide defense. More Soviets keep the pressure on but Spanish HMG fire keep them at bay. By turn 20 the Spanish have held the town and the Soviets are left with disrupted and demoralized troops.

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A Hard-Lost Rural Assault!
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Spain
Participants sagunto
Play Date 2023-01-06
Language English
Scenario BluD004

*This was an involved 5-session, online, play-through with the relentless Saugunto handling the defending Spanish side and me leading the attacking Soviets. As others have noted: the Soviets have penal troops while the Spanish have fanatical leaders in-place, who turn into monsters in close assaults. We used the defense-favoring FOW, plus consolidation, excess initiative, smoke/illum optional rules.

Spanish held the bulk of their forces in the larger town on Map 17. This was a traditional defensive setup with machine guns covering the the western approaches and dug-in infantry on the flanks. A single AT gun unit was in the same town, and another covered the south margin of the town. The Spanish drew a fine set of leaders -- much better than the Soviet draw! There were 9 FOW-shorthened turns to help the Spanish defenders catch their breath between, steadily-weakening Soviet attacks.

A company of Soviets setup in the Barracks on Map 19. Their main force later entered from the eastern map edge. As in other AARs; the Soviet Penal troops led the eventual attack with two battalions of Soviet troops and a company of T-26s moving to contact to attempt to occupy the town. It took the Soviets four turns to fully make contact with the Spanish garrison in this play-through and most of the massive Soviet OBA strikes proved inaccurate, except when shooting at clear hex targets. This scenario requires finesse to get the Soviet attacks properly sequenced, since the morale gods are not on the side of the Commies, and especially not on the side of the attacking penal troops, acting as skirmishers for the onrushing Bolsheviks. Spanish artillery proved deadly if spotted effectively throughout our play-through.

The southern sector featured the Soviets successfully getting into the woods south of the large town. From there, a pair of platoons were able to overcome the resistance of the Spanish 81mm mortar units. Spanish fire from the south side of the large town, dramatically slowed the advancing, by-now-ill-ordered, Soviet Horde. Long-range Spanish AT fire stops the supporting T-26 platoons, in their tracks. In time, the Soviets gain control over southern woods, and the Soviet attack in the north gains ground. In the southern sector, the Soviets were repeatedly thrown back in costly attacks on town hexes and by ferocious fire from dug-in Spaniards. Bt the end of our 5th session, the Spanish still hold the largest town, and the bulk of the remaining Soviet troops are either demoralized or disrupted - and all but two of their leaders had been eliminated. This was a close-run, but fun, encounter in Russia that I think merits a 3, but would benefit from more intensive play testing and a rule rewrite.

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