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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We know how to die as Spaniards!
Blue Division #7
(Defender) Germany
(Defender) Spain
vs Soviet Union (Attacker)
Formations Involved
Germany 81st Infantry Division
Soviet Union 33rd Rifle Division
Spain 250th Infantry Division
Spain 250th Ski Company
Display
Balance:



Overall balance chart for BluD007
Total
Side 1 3
Draw 1
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
3
Scenario Rank: 750 of 940
Parent Game Blue Division
Historicity Historical
Date 1942-01-19
Start Time 07:00
Turn Count 24
Visibility Day
Counters 58
Net Morale 2
Net Initiative 2
Maps 3: 12, 17, 18
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 139
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Arctic Front Deluxe Counters
Battle of the Bulge Maps
Blue Division Base Game
Eastern Front Counters
Road to Berlin Maps
Introduction

Having re-established contact with the German lost battalion, the Spanish skiers dug in to await the inevitable counter-attack. It would not be long in coming; the Soviet 11th Army had orders to clear the southern shore of Lake Ilmen, and no small outposts could be left behind the lines. Men and weapons froze, while the fighting became hand-to-hand.

Conclusion

Lacking anti-tank weapons, and with the Germans refusing to leave the warmth of their battered shelter, the Spanish skiers glided out of the town to attack the Soviet tanks with Molotov cocktails. Fierce fighting erupted all around the town, and the Spaniards repelled multiple attacks throughout the day. At nightfall the outpost still held, and on the next morning they broke out.

Additional Notes

Spanish use 2x Sledge (Finnish)


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

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

Display Errata (2)

2 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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Not the most promising scenario title for the Spanish.
Author GeneSteeler
Method Solo
Victor Soviet Union
Play Date 2010-12-21
Language English
Scenario BluD007

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

BATTLE SUMMARY

Spanish and Germans wait the oncoming Soviets. Spanish are in “West town” while Germans and mortar crews are in “East town”. Soviet forces advance from both sides with the Soviet armour approaching from the east. The tanks arrive first and stop 300m east of East town. They begin to fire and the first Germans are disrupted

It takes another 45 minutes for the Soviets to reach the towns through the deep snow and they are greeted by Spanish and German bullets!

Soviets advance to the towns’ edges and lose their first casualties in the west. Spanish and Germans open fire with the initiative and the Soviets take heavy casualties.

In the east the Soviet SGT dies to HMG fire. In the West, the Soviets move to surround West Town as the Spanish are locked in close assault. (7-0)

East Town is hit hard and the depleted Germans are demoralised and retreat as the Soviets enter the town. But they still haven’t lost any steps. (8-0)

Soviets are making headway, but in the cold conditions their demoralized troops are having a hard time recovering! They assault the axis mortars. The German mortar teams flee out of east town and are hit by Soviet 82mm. The first German casualties! (8-1, turn 14)

Soviets begin to rally in the east and refresh their attack on east town. More German infantry flees into the woods north of east town.

Spanish Ski teams in the west need to break out as east town is falling. They initiate assault and Soviets lose half a platoon, but there are too many Soviet reinforcements! (9-1)

In east town the German infantry guarding the Spanish mortars are eliminated. In a pivotal turning point, Soviet T-34s eliminate half the German HMG platoon with direct fire. East Town is in dire trouble as the demoralised German HMG flees into the woods. Soviet armour moves against west town. (9-3)

In west town, Soviets suffer more casualties. (11-3)

Final 45 minutes Sees the Soviets chase the demoralised Germans into the woods with their assault company (Captain 10-1-1, HMG, SMG and INF). They manage to eliminate all the fleeing Germans with the help of some artillery.

The final sector of east town falls under Soviet control as the Spanish 81mm is eliminated and the sledges and German Lt are captured.

Spanish launch a desperate counter-assault in west town to regain control. They eliminate two more Soviet steps, but the Soviets have ample reinforcements. (13-7)

In the final minutes of the battle the Spanish HMG platoon flees the town.

SOVIET MINOR VICTORY!!!

Aftermath

This battle was almost a draw. Soviets had a hard time inflicting their required casualties (5) and capturing the (4) town hexes. The lucky armour attack against the German HMG was a turning point, allowing the Soviets to take full control of East Town and also inflict enough casualties.

The Spanish achieved their required 12+ casualties, but failed to keep control of at least one town sector.

Scenario Rating: 3/5. Similar to Scenario 6, this was also a quick battle with some interesting elements.

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A Fearsome Draw
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Draw
Participants PANISTA
Play Date 2023-01-10
Language English
Scenario BluD007

This was a 3-session play-through with another quick-learning rookie, leading the defending Spanish and Germans. I played the attacking Soviet Commander mostly because that side had some armor. The Spanish garrison the west town, and the Germans garrison the eastern town. We played using the defense-favoring FOW, and the excess initiative, smoke/illim and consolidation optional rules. Both sides drew fairly poor leaders, though the Spanish and German were sets were of considerably better quality.

In our play-through, the twin prongs of the Soviet force advance from both east and west as others have described, with the meager Soviet armored force approaching from the east. The tanks were in the lead, and they took the east town under fire early in the game resulting in a number of German disruptions 7 demoralizations, as well as a leader loss. After a 3-turn movement-to-contact the Soviet infantry finally caught up after pushing through deep snow. They begin to surround both towns. The Axis side draws first blood as they apply suppressive fire by both garrisons to the forward edge of the Soviet advance. The attackers are particularly hurt by the 81mm mortars firing from the eastern town in support of the German garrison. In the end, both sides lost several leaders in this play-through, even before the close assaults began.

As things continued to develop, the east town's German garrison was reduced and demoralized, causing a tactical withdrawal allowing the advancing Soviets to enter the town and seize ground. Axis step losses are marginal at this point, as far more Russians are falling than German or Spanish soldiers. the Soviets contunually have difficulty recovering their demoralized troops. As the PG fates would have it, the Axis mortar units were forced to flee and are eliminated by opfire. It was a major chore to cycle fresh Russian troops into these fights, particularly against the garrison in the eastern town. In the west town, Spanish Ski units attempted to break out of the encircling Soviet grip to help their German allies in the east town. The persistent covering fire from the Soviet T-34 begins to pay dividends during game turns 8-11 and some of the Axis heavy weapons were eliminated or demoralized. The Russian armor now begins to shift (turns 12-16) to engage the Spanish garrison in the west town. In game turns 15-20, the Soviets are able to clear the remaining Germans in the east town, forcing the remaining Germans into the addjoining woods. All but the the last town hex in the east town falls under Soviet control, in spite of a spirited Spanish counter attacks.

The results of this fight was a hard-fought draw. The Soviets failed to inflicting the compulsory 5 step loses, but they did succeed in controlling 3 town hexes. All but one of the other town hexes in play were contested at the end of our 3rd session. The Spanish/German side was not able to achieve the required 12 or more step losses by one step! However, they did manage to hold a single town hex for the duration.

I give this one a generous 3. This is another scenario that could use a rewrite and additional play testing if it is ever re-issued.

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