Las Tropas me Abandonan! Blue Division #15 |
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(Defender)
Germany
(Defender) Spain |
vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 19th SS "2nd Latvian Grenadier" Division | |
Germany | 226th Sturmgeschütz Battalion | |
Germany | 390th Grenadier Regiment | |
Soviet Union | 43rd Rifle Division | |
Soviet Union | 63rd Guards Rifle Division | |
Spain | 262nd Infantry Regiment |
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Overall Rating, 5 votes |
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4.4
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Scenario Rank: 19 of 940 |
Parent Game | Blue Division |
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Historicity | Historical |
Date | 1943-02-10 |
Start Time | 06:45 |
Turn Count | 45 |
Visibility | Day |
Counters | 347 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 12: 1, 14, 15, 16, 17, 18, 19, 21, 4, 5, 6, 8 |
Layout Dimensions | 172 x 112 cm 68 x 44 in |
Play Bounty | 294 |
AAR Bounty | 165 |
Total Plays | 4 |
Total AARs | 2 |
Battle Types |
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Inflict Enemy Casualties |
Road Control |
Rural Assault |
Conditions |
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Entrenchments |
Minefields |
Off-board Artillery |
Randomly-drawn Aircraft |
Reinforcements |
Smoke |
Terrain Mods |
Scenario Requirements & Playability | |
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Blue Division | Base Game |
Eastern Front | Maps + Counters |
Red Warriors | Counters |
Road to Berlin | Maps + Counters |
Introduction |
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The far right flank of the Blue Division's position adjoined that of the SS Police Division, one of the worst formations in the German armed forces but one much better equipped than the Spaniards to resist armored attack. Here the Soviets planned a massive attack to overwhelm the Spanish with the sheer weight of men and metal, and finally end the siege of Leningrad. The Spanish had slightly better defenses here than to the west, but still lacked all the heavy weapons they needed to stop Soviet armor. |
Conclusion |
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Overwhelmed by masses of hard-fighting Red Army troops, the Spanish fought furiously for several hours but as their officers fell one-by-one, their will to resist likewise dropped. By mid-day Spanish soldiers were streaming off the battlefield and total collapse appeared imminent. A German regiment had been alerted just fifteen minutes before the assault began to reinforce the weakly held Spanish sector, but it was still gathering for the march. The Blue Division's commander, Brig. Gen. Emilio Esteban Infantes, picked up the telephone to urge corps command to hurry the Germans along, and uttered the phrase that would relegate the Spaniards to second-rate status with their German peers for the rest of the war: "Las tropas me abandonan!" he cried. "The troops are abandoning me!" |
Additional Notes |
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The Soviet Penal units (PEN) come from Red Warriors. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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Epic Battle | ||||||||||||
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Neither Road under Soviet Control. Soviets control 6 boards. (two west, three center, one northeast). Soviets Guards alomst managed to capture a third board on the west side, which would have given them the victory. Final Casualty Count: 122 – 69 A fantastic epic battle which was undecided until the final turns. The different paths to victory for the Soviets make this large battle interesting enough that I was tempted to play it again right away and try something different. I think the Soviet Guards had enough power, armour and morale to take the west road if I focused the first 10 turns moving them forward instead of using my activations on the Guards in the northeast. Also, I think clearing seven boards was quite attainable, particularly given the Spanish set up. Had the Soviet regular army focused on clearing out their corner, instead of pushing down into the southeast, this could have been a possibility. Or, again, if only the Guards pushed forward more quickly. For the Soviets, this was a major logistical feat. The Fog of war really means you need to group and chain your leaders effectively, and keep some semblance of formation. It also means you must focus on what is most important. For the Spanish, they started too far back and probably should have set more entrenchments on the road and also inhabited some of the middle boards. The reserves should have all pushed forward from the southernmost boards as the German reinforcements could have occupied those towns. As it was, they were forced to reinforce the center boards and the Germans took heavy casualties from the massive Soviet artillery. This was probably the event that robbed the Spanish from getting their 3:1 casualty ratio to win. All-in-all a fantastic scenario and well worth the time setting up and playing! Scenario Rating: 5/5. A Monster, but definitely worth playing if you have the space and time. |
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0 Comments |
A Good One for SOLO or Shared Play! | ||||||||||||||
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Yes, I got my clock cleaned by the implacable & fast-on-the draw, Treadasaur, in 7 play-sessions (45 turns). This is a huge, relatively balanced scenario, in which I led the attacking Soviet side and managed to lose a ginormous number of steps trying to take a couple of stinking roads. My opponent had the Spanish and Germans, in what was supposed to be defense. I drew really awful leaders, and had equally awful luck with the dice, especially in OBA, initiative, close assault and morale recovery throws. Unexpectedly, the Soviet Guards performed poorly, and overall I lost more than 128 steps in this bloody fight. I was too aggressive with my armor and had trouble sustaining offensive momentum once engaged in close assaults and adjacent hex fire figths. My own artillery support ofen fell on my Soviet troops throughout this rout. Lost 12 leaders to boot. The ultimate outcome was a costly Axis victory stemming from a series of very effective Spanish counter attacks that started almost before the Red Army could get in range. This one was fun to play and I learned a lot about AT crossfires and moving combined arms groups. I give it a 4. |
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1 Comment |
In truth - as my esteemed opponent cleverly made happen - this was far closer than it should have been and the Spanish got lucky far more often that one would expect. The Axis did draw better leaders, but ended up losing 51 steps and 6 leaders in the fierce fighting that ensued. The result was in doubt up until the last 5 game turns, or so, in this very long scenario.
There were 26 FOW-shortened turns in this one -- and this factor clearly favored the defending Spanish & Germans, and helped to stymie the massive waves of godless Red Army attackers. There were also a combined 31 combat 7-die rolls thrown -- most frequently during artillery barrages, Soviet AT fire and in adjacent-hex fire fights. This one could have gone either way, but aggressive Spanish counter attacks were more successful and deadly than anyone would have expected.