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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Valley of Death
Blue Division #10
(Defender) Spain vs Soviet Union (Attacker)
Formations Involved
Soviet Union 25th Cavalry Division
Soviet Union 46th Rifle Division
Spain Group Cuesta
Display
Balance:



Overall balance chart for BluD010
Total
Side 1 0
Draw 0
Side 2 4
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Blue Division
Historicity Historical
Date 1942-06-19
Start Time 10:00
Turn Count 30
Visibility Day
Counters 75
Net Morale 2
Net Initiative 1
Maps 4: 15, 17, 18, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 152
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Exit the Battle Area
Rescue
Conditions
Off-board Artillery
Scenario Requirements & Playability
Blue Division Base Game
Eastern Front Maps + Counters
Road to Berlin Maps
Introduction

As the Soviet troops trapped in the Volkhov Pocket began to fall from starvation, Meretskov ordered ever more desperate attacks to break them out. Gen. Munoz Grandes was ordered to detach his reconnaissance battalion, ski company and an anti-tank company. The battle group, led by Maj. Nemiso Merelo Cuesta Fernandez, would join a motley assortment of German units trying to keep the Soviets from escaping. While the sick and hungry men of the 2nd Shock Army tried to fight their way out of what they called the "Valley of Death," troops of 59th Army tried to spring them free.

Conclusion

Several hundred Soviet soldiers managed to make their way across the Spanish-held corridor, despite the Recon battalion's self-proclaimed elite status. Inside the pocket, conditions had deteriorated far beyond the limits of human endurance. "We ate everything that could be eaten," wrote rifleman A. Baziuk. "Any insects, worms and frogs were used as food. Birsh sap was of great help, but in the middle of May it disappeared.


Display Order of Battle

Soviet Union Order of Battle
Army (RKKA)
Spain Order of Battle
Army
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (3)

Valley of Death
Author waynebaumber
Method Solo
Victor Soviet Union
Play Date 2010-07-17
Language English
Scenario BluD010

When choosing my solitaire games, I tend to look for scnearios which are easier to play on your own which normally means one side on the defensive with limited options or scenarios which have an intresting plot. This scenario is one of those. 30 poor morale Soviet 1/2 steps have to cross 2 boards against a small but elite Spanish force. Russian cavalry come on from the other side of the board to assist the inf. The reds have also got good offboard artillery support, although not stated in the rules I played a house rule that only the cavalry leaders could spot for the artillery. The VC state that for the Spanish player to win no unit of the 46th Rifle division can exit on the east edge of the board. I can't see that not occuring so the Spanish player has in my view go for the draw that is stop more than 5 steps exiting and not lose 8 steps himself. This is where the beauty of this scenario comes in, as there are lots of stratgies and tactics to employ. I went for a forward Spanish deployment and for the Soviet inf to come on in four seperate groups in an attempt to split the Spanish forces so single steps could bypass the fighting and race for the east edge. In the game the Soviet forces did exactly that, and the cavalry lept into the asssault on the two main Spanish stacks therby tying them up. I even managed to do a sucessfull cavalry charge. By game turn 11 it was all over the Spanish had lost 8 steps and at least 7 Russian inf steps were legging towards safety. This is an excellent solitaire scenario but FtF players may find it unbalanced. I will play this one again!

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Demoralized Soviets try to break past the Spanish defenders.
Author GeneSteeler
Method Solo
Victor Soviet Union
Play Date 2011-01-11
Language English
Scenario BluD010

BATTLE SUMMARY

Soviets enter in the west as the Spanish open fire and do some last minute manoeuvring to cut them off.

Soviet cavalry enters in the east to assist. Spanish Infantry Gun is hit and eliminated by Soviet artillery. Soviets begin slipping past but lose 6 of their units. Pursuing Spanish motorcycles are disrupted by Soviet artillery

Soviets break past the Spanish in the north and south. Their cavalry continues their charge across the open.

Spanish on Motorcycles pursue as the Soviets focus on moving eastward with the 46th. Spanish Ski Company eliminates two more platoons and their LT. Cavalry charge!

Soviets are 45 minutes away from exiting.

Soviet cavalry charges but is slaughtered by the awaiting Spanish. They lose a platoon and a half of horses, but the 46th reaches the eastern edge and begins to exit the map.

By turn 12 Soviets have exited 2 units, with another 4 to exit next turn and the Spanish concede victory.

SOVIET VICTORY!!!

Aftermath

This was a very fun scenario, but very hard for the Spanish to stop everyone. Perhaps a solid line across would have been more efficient forcing the Soviets to try to get past within 200m range. The Soviet OBA really makes this one unfair, and I suggest you may choose not to use it at all if playing competitively.

Scenario Rating: 4/5. This is a hard one to rate. The victory condition seems impossible for the Spanish and I can’t imagine them achieving more than a draw. But it is so fun shooting at morale 5 reduced platoons that the victory conditions hardly matter. I’ll give it a 4/5 for fun!

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Head for Home Comrades!
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants CavDo
Play Date 2023-01-19
Language English
Scenario BluD010

This was a 3-session play-through with a relatively new-to-PG rookie leading the better-morale and officered Spanish force trying to hold way too much ground in the face of a significant number of low-morale, but hard-charging Soviets. Once again, I am doing additional penance by playing the Red Army side, with no accompanying armor in sight! We used the FOW, consolidation, excess initiative and smoke/illum optional rules. The Soviet leader draw was middling, the Spanish draw was far better then average. Between us, we threw 12 combat-7 die rolls, and there were 6 FOW-shortened game turns. By mutual agreement we decided to call this one on game turn 15 as a Red Army victory.

Others described what this 2-map scenario is like. One that featured a mad Soviet rush for the starving infantry to exit. The bulk of the Soviet force enters from the west, while their cavalry come in from the east. By the middle of game turn 4, some Soviet platoons are already slipping through the porous Spanish line. The Soviets steadily lost step-after-step to the well-led and equipped Spanish defenders whenever they got within range. Like Wayne describes elsewhere, the Russian Cavalry were able to greatly improve the lot of their scrambling infantry with a pair of successful close assault chargse over open terrain against a scattered counter attacking set of Spanish units in the open. This move, and accurate Soviet OBA provided the opportunity for multiple steps of Soviet infantry to escape off the east edge of the battle map. The Spanish side simply cannot be everywhere and hope to contain the small number of Red Army steps required to exit for a win in this battle. Spanish step loses totaled 9 by the end of the 14th game turns. By that point, the Soviets had already exited 8 steps and there were 5 more steps with range to exit.

The victory conditions in this unbalanced scenario are virtually impossible for the Spanish to achieve. In our play-through, the advantage of substantial Red Army OBA made almost all the difference. As others have reported, the best the Spaniards can hope for is a draw. This one is too long and should probably be about 18 turns in length, max. I give it a 2 as a shared play option, mainly because it was fun to play online with a determined opponent. It is really only merits a 1, as I doubt that it was play tested, but is a good choice for SOLO play.

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