Panzer Grenadier Battles on December 3rd:
Black Panthers #12 - Champagne Breakfast Heavy Metal #3 - Black Princes
Carpathian Brigade #4 - Fraternal Assistance Jungle Fighting #41 - Patrol Action
Conquest of Ethiopia #39 - Addis Ababa - Djibouti Railway VII Siege of Leningrad #9 - Winter Wonderland
Errors? Omissions? Report them!
La Segunda
Blue Division #13
(Attacker) Spain vs Soviet Union (Attacker)
Formations Involved
Soviet Union 71st Rifle Division
Spain 269th Infantry Regiment
Display
Balance:



Overall balance chart for BluD013
Total
Side 1 0
Draw 1
Side 2 3
Overall Rating, 6 votes
5
4
3
2
1
3
Scenario Rank: 751 of 940
Parent Game Blue Division
Historicity Historical
Date 1943-01-22
Start Time 02:00
Turn Count 36
Visibility Day & Night
Counters 63
Net Morale 1
Net Initiative 0
Maps 2: 15, 17, 18, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 149
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Exit the Battle Area
Meeting Engagement
Conditions
Off-board Artillery
Scenario Requirements & Playability
Blue Division Base Game
Eastern Front Maps + Counters
Road to Berlin Maps
Introduction

Assigned to the siege of Leningrad, the Blue Division ended up covering a front of 34 kilometers as more and more German units were pulled out of the line to meet crises elsewhere. Division Command managed to hold back only one battalion in reserve, the greatly depleted 2nd Battalion of the 269th Infantry Regiment, known as La Segunda. Learning of this unit's removal from the front line, the German LIV Corps command promptly ordered it assigned to corps reserve. Sent to reinforce the German 162nd Grenadier Regiment of 61st Infantry Division, the Spaniards wandered about in the darkness before discovering that the German unit had disintegrated under Soviet attack. La Segunda was now the front line in this sector of the Sinenovo Heights, just south of Leningrad, with the second phase of the Soviet attack about to begin.

Conclusion

A furious day of hand-to-hand fighting cost the battalion about one-fifth of its men, and the Spanish regimental command moved it out of the line. Over the next week, detachments of company - or platoon - strength would be rushed to plug gaps in the Spanish line or spearhead counter-attacks. At the end of that week, a single truck arrived to take the remainder of the battalion back to the Blue Division: one officer and 26 men.


Display Order of Battle

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

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 (2)

Soviets march to the south and stop for a bit of Spanish
Author GeneSteeler
Method Solo
Victor Soviet Union
Play Date 2011-01-15
Language English
Scenario BluD013

BATTLE SUMMARY

0200 – Spanish enter from the south and the Soviets enter from the north. Both sides move quickly to gain ground.

0300 – Soviets begin to send troops west and east to flank around the Spanish. Spanish mirror their movements to get in their way. Still no one has spotted the other in the low visibility of the night.

0400 – Fire breaks out in the centre and the west. Soviets suffer their first losses but 4 platoons break past the Spanish in the centre. Soviet artillery and mortars begin to fill the air.

0430 – Soviets find themselves in an interesting situation. They can force their way through in the centre to deny the Spanish their victory condition, but they need to inflict enough casualties in order to fulfil their own!

Consequently, the Soviets initiate combat in the west and charge the Spanish mortar positions in the centre. In the east the Soviets avoid the Spanish held towns.

Soviets assault the mortars eliminating one of them. The Spanish counter-assault and the Soviets lose a handful of steps. The Soviet HMGs push down the centre to get into the action.

0515 – Soviets combine their forces in the centre as the eastern force continues to sidle westward.

The second Spanish mortar is lost.

Spanish lose half a platoon in the centre but take out 2 whole Soviet platoons.

In the west the Spanish lose a platoon to direct fire and artillery.

At the halfway mark the Spanish have lost 5 steps. Soviets need to inflict 5 more.

In the east the Soviets lose their leader and send some replacements eastward to relieve. The Spanish have lost in the centre as the Soviets are too many.

0630 – Sun is about to rise.

The final Spanish platoon is eliminated in the centre (8th step loss). Soviets need to inflict 2 more step losses for their major victory condition. They shift their focus to the west and OBA eliminates a reduced demoralised infantry. (9th!)

A reduced Spanish infantry flees but is chased by Soviet infantry. The 10th loss feels inevitable so the Spanish move to counter-assault in the centre in the attempt from allowing too many Soviets to exit. They are cut down. (10th step loss received).

The Soviets fight back in the southeast and the Spanish are reduced again.

The first three Soviet platoons exit.

The Soviet column led by their Colonel breaks through with another 4.5 platoons.

In the southeast the last of the Spanish hold out, unable to mount an effective counter-attack due to constant artillery, mortar and rifle attacks.

In the west the last of the Spanish defenders are lost.

With almost 3 hours to go (11 turns) Soviet major victory is guaranteed and the Spanish surrender.

SOVIET MAJOR VICTORY!!!

Aftermath

It looks like a meeting engagement, but really the Spanish are on the defence.

I’m not pleased with the Spanish strategy implemented here, I think they probably should have stuck in or near the woods to maximise their defence. The problem is that they need to stop the Soviets from penetrating their line as well as inflict casualties, and if the Soviets reach the woods it would be pretty hard to stop them. Another strategy would be to aim for the draw and stay in the towns.

The Soviet offensive has similar difficulties. They just can’t rush off the south without inflicting enough damage on the Spanish forces.

This makes for a fairly interesting scenario.

Scenario Rating: 3/5 – Interesting victory conditions make this rush across the map scenario work well.

0 Comments
You must be a registered member and logged-in to post a comment.
The Toughest of Draws
Author treadasaurusrex (Spain)
Method VASSAL
Victor Draw
Participants Miguelibal
Play Date 2023-01-30
Language English
Scenario BluD013

This was an extended, 6-session holiday season, play-through with the indomitable, Miguelibal, capably but unhappily (he lost the coin toss), playing the Soviet side in this infantry-heavy, bitter slugfest in the gloomy woods. There is no armor on either side of this debacle, so I was sentenced to more armor-deficit, penance, and led the outnumbered -- and darn near outfought -- scratch, and overextended Spanish side, mostly on defense. We used the FOW, excess initiative, consolidation and smoke/illum optional rules. If we had also used the strategic movement rule, the Russians would have won this match in a rush to the south regardless of the step losses. The Spanish drew far better leaders than the Reds in this one. By the end, there were 9 FOW-shortened game turns, that helped secure the overall Spanish success in defending the towns. We combined to through 23 combat 7-die rolls (16 by the Russians side) in 26 turns played.

The Spanish enter the battle map from the south and the Red Army from the north in the dark. Critical ground is gained by both sides, but the Soviets begin to flank the Spanish advance positions, before solid contact is achieved. The Spanish begin to establish semi-supporting, defensive positions in the woods and other critical terrain. Their only hope is to delay the onrushing Soviets and inflict as many casualties as possible, without being cutoff and bypassed. Lack of visibility means that nearly all the early fighting is close range in nature, and timing the Spanish tactical withdrawals so they the defenders do not become entangled in lengthy close assaults becomes a very important factor, as Soviet OBA and mortar support is sometimes very accurate and deadly in the wooded hexes were the Spanish are lurking. The Spanish line holds in the center and on the left flank, but begins to give way on the right around game turn 6, as the Soviets seek to circle around & bypass the towns. Counter battery fire against the Red mortars is successful, as are several close range firefights initiated by limited Spanish probes in the woods.

Unexpectedly, the Soviet onslaught begins to veer to the right (west) to more heavily engage the Spanish center and left as visibility slowly improves. The Spanish mortars are able to stay just far enough back to cover the several tactical withdrawals in the center and left. Before dawn the Spanish have lost 3 steps and the Soviets have already seen the end of 11 steps of their godless horde. A senior leader decapitation occurs as dawn breaks when the Soviet Commander is eliminated, which causes a great deal of chaos and havoc among the Soviets for multiple turns, leading to disorganized close assaults, and some misdirected friendly OBA that eliminates another Soviet leader. Repeated close assaults result in more casualties for both sides in the west and center, as the Soviets leave the, Spanish-held towns in their rear. At this point a number of Soviets units are streaming toward the south edge of the map, but the Reds have only inflicted 7 Spanish step losses. Suddenly, a change of heart occurs, and the Soviets closest to the map edge reverse course and head for the closest Spanish garrisons. A series of costly 1-hex adjacent fire fights ensue that are mostly won by the Spanish garrisons, now supported by their mortars from new positions deeper in the woods. By the end of turn 21, so many Soviet platoons are demoralized, or disrupted that the few remain Red leaders are not able to keep the bulk of their troops headed in the right direction. Still, additional Russians platoons are able to exit the map, but far fewer than requires as their step losses now total 23 and 5 leaders. The Spanish still hold the towns, although they have now lost nine steps. Unexpectedly as it turns out, no further Spanish steps are lost but 1 more of there leaders are. With no possibility of victory for either side, we mutually agree to a very hard-fought, draw at the end of game turn 26.

I give this -- historically accurate, conflict simulation -- but flawed & unbalanced scenario a very generous 3. It was far too long at 30 turns and I cannot see the Spanish side prevailing in this one as published. This is not a true movement-to-contact scenario as billed, it must be played as a Spanish defense in depth with virtually no regard for casualties, to even hope for a draw! While it was fun to play with a bold and clever opponent, it should be labeled as suitable for SOLO play only. The victory conditions are in desperate need of a rewrite. We fought to a miserable draw, but it was very hard to even manage that as the Spanish side. Were it not for more than a little die rolling luck, better leaders, some timely tactical withdrawals, and minimizing Spanish counter attacks, the Spanish would have been completely annihilated by around game turn 23.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.422 seconds.