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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No Somos Italianos!
Blue Division #18
(Defender) Germany
(Defender) Spain
vs Soviet Union (Attacker)
Formations Involved
Soviet Union 72nd Rifle Division
Spain 262nd Infantry Regiment
Display
Balance:



Overall balance chart for BluD018
Total
Side 1 6
Draw 1
Side 2 1
Overall Rating, 9 votes
5
4
3
2
1
3.56
Scenario Rank: 376 of 940
Parent Game Blue Division
Historicity Historical
Date 1943-03-19
Start Time 08:00
Turn Count 30
Visibility Day
Counters 127
Net Morale 1
Net Initiative 0
Maps 2: 1, 3
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 152
AAR Bounty 159
Total Plays 8
Total AARs 3
Battle Types
Bridge Control
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Blue Division Base Game
Eastern Front Maps + Counters
Introduction

Despite a good fighting record for most of its stay at the front, the disaster at Krasni Bor had marked out the Spanish volunteers as a weak link in the minds of both Soviet and German generals. The Germans moved a division behind the 250th as a "corset stay," while the Soviets planned a new assault. The Moscow-Leningrad Highway needed to be reopened before the spring rains turned the landscape into mud, and after a short "hurricane bombardment" the Red infantry surged forward.

Conclusion

Determined to prove (especially to any potential German invaders) that Spanish soldiers would fight and die for any position once ordered, the regiment's officers exhorted their men to fanatical efforts. The Soviets came on in repeated waves, equally determined to punish the mercenaries. They overran part of the road and seemed on the verge of rolling back the Spanish line and taking the bridge over the Izhora River, but a prompt counterattack led by Capt. Merry Gordon (one of many descendants of Wild Geese serving in the Blue Division) restored the front. The Blue Division remained a potent fighting force despite its losses at Krasni Bor and the replacement of many of its hardened professionals with unemployed Spanish workers.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

Display Errata (8)

8 Errata Items
Scen 18

Add two Soviet tank leaders.

(Shad on 2010 Apr 29)
Scen 18

Replace the "StugIIIG" in the reinforcement list with "StuGIIIB" found in Eastern Front.

(GeneSteeler on 2011 Feb 17)
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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 (3)

A Real Slugfest
Author KirkH
Method Solo
Victor Draw
Play Date 2016-01-31
Language English
Scenario BluD018

Spanish set up in a long east-west line directly on top of the road, with all their men in entrenchments or dug in. They had single platoons of AT guns covering each of the three approaches. The Soviets entered with their tanks to the east, hoping to capture the bridge first. Their infantry was divided among the eastern and central approaches while the SMG platoons used the woods of board 3 as cover while they approached the large town. As the Soviets advanced they took many losses, which stalled their attacks. The game then centered on the bridge area and the town. Soviet attempts to take these areas was met with fierce resistance, with the higher Spanish morale playing a key role in assaults. At one point the Spanish took some losses and ordered German reinforcements, but they rolled a 6, meaning they only got an Inf and two 81mm mortars. As the game approached its end the Soviets had taken too many losses to mount an offensive to take the road hexes on map 1, so their hope was to keep the Spanish from controlling the town on map 3, thus gaining a draw. The Soviets unleashed three assaults on town hexes the last two turns to insure there would be no Spanish victory. In the end the Soviets controlled the bridge hex, the town had three assaults raging, and most of board 1 was Spanish controlled. A draw. All in all a nice scenario, but one where the Spanish player can always count on German reinforcements if he runs into real trouble. Conversely, if the Soviets had concentrated their initial advance to one area of the board, they wouldn't have had to deal with so much opposition early on.

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A Vicious Urban Fight - Hold the Bridge!
Author treadasaurusrex (Germany, Spain)
Method VASSAL
Victor Germany, Spain
Participants OldPueblo
Play Date 2023-03-25
Language English
Scenario BluD018

As others have described, this is a, relatively balanced, large-scale, slugfest, This will be an outline AAR only, for our 5-session play-through, of this rather long scenario. I led the defending Spanish/German side, and the doughty & calculating, OldPueblo, played the Soviet side. We used the FOW, smoke/illum, consolidation, extended assault, and excess initiative optional rules. The Soviet & German leader draws were much worse that the exceptional Spanish one. There were 13 FOW-shortened turns in this tournament of death.

The Soviet onslaught came from the north in a series of waves. The forward-deployed Spanish force entrenched in the vicinity of the bridge, as well as sparsely on the road, and in the town. Wisely, the Red Army concentrated its OBA on the fiendish AT gun platoons, and eventually eliminated all of them. This freed up the Soviet armor to cause no end of mischief with relative impunity, and to support a 2-pronged pincer attack. Spanish calls for support brought in a series of reinforcing elements including STGIIIB assault guns and infantry. Many of these troops fell to accurate Soviet OBA. Extended close range, adjacent-hex fire fights & close assaults followed, which resulted in the Axis loss of the east-west road to the advancing Bolsheviks.

Spanish counterattacks regain the bridge after 4 turns in Soviet hands, and the Reds begin to lose their T-34 tanks in close assaults, while the town's garrison staves off several flanking attacks in costly fashion, especially in terms of leader losses for both sides. By the end of game turn 18, there were 5 eliminated Soviet leaders, as well as 2 more KIA for the Axis. The highly efficient Soviet Kommisar systematically killed off a good number number of routed INF platoons, throughout this match, adding to the overall body count. Soviet OBA is also deadly, and both sides suffer from reduced initiative, and bad morale recovery rolls. By the end, the combined total of combat 7-die rolls is 23. Later contingents of German reinforcements include a better grade of leadership, which strengthens the Axis counter attacks in, and around, the town. Entrenchments change hands regularly through game turn 26, as massive casualties accumulate for both sides. The Axis finally wins the seesaw fight in the town, on the darn bridge, and the east-west road. This results in a very bloody Spanish/German victory. made possible by frequent German reinforcements -- about half of which survive intense Soviet OBA -- to contribute to saving the entrenched Spaniards. As reported elsewhere, the Soviets spent too many resources & time trying to take the town, and repeatedly fell for Spanish/German feints that drained strength away from the 27-turn, seesaw fight for the strategic bridge.

This scenario was fun to play with ample maneuver and many decisions to be made by both sides. It easily could have gone the other way for a costly Soviet victory. I give this one a rating of 4. It is suitable for either SOLO or SHARED play, IMHO.

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Entrenched Spanish forces try to hold the road and bridge against Soviet attack.
Author GeneSteeler
Method Solo
Victor Germany, Spain
Play Date 2011-02-23
Language English
Scenario BluD018

The main objectives:

Spanish

  1. Hold the road, town and/or bridge.

Soviet

  1. SMASH the SPANISH! LEAVE NO SURVIVORS!
  2. Don’t forget to control that damned Bridge.

Time = 7.5 hours (30 turns)

Casualty Count: (x-y), where x=Soviet steps lost and y=Spanish steps lost.

BATTLE SUMMARY

Soviets enter in the north and advance toward the Spanish forces entrenched at the bridge and road and occupying the town.

Soviets continue to advance under HMG, mortar and artillery fire (2-0)

A lucky Soviet artillery strike eliminates the Spanish 50mm AT Guns, so the armour is now free to advance. The armour reaches the road and the Spanish call for reinforcements. The Soviet infantry advances toward the town through the forest.

The first hour is over (4-1)

The second hour sees the Soviets focus on advancing against the east and west flanks of the Spanish position. Near the bridge they are cut to pieces, but led by the armour the Spanish HMG nest is torn apart. German reinforcements arrive in south, a couple foot platoons and some StuGIIIBs.

The next 30 mins have the Germans reinforcements advance only to be chewed up by Soviet artillery. The StuG advances into firing range. (15-7)

The Soviets win initiative and the StuG is blown to pieces! Soviets capture the entrenchment at the west-east T junction. The Spanish are now cursing that they didn’t set up more entrenchments along the east-west road.

The Soviet armour moves against the town as the timer hits the three hour mark.

Another StuG platoon and more German foot troops arrive in the south. (18-12)

Again, the German reinforcements are shredded by Soviet artillery! The Spanish leave the town to assault the T-34s and manage to eliminate two tanks. They continue the assault and blow it and are hit hard by Soviet artillery. Unlucky for the Russians, the T-34s and KV-1s are spooked by their own friendly fire! (23-17)

The Soviet armour is routed, but the Spanish numbers are dwindling. The StuG moves to fire on the fleeing KV-1. Soviet infantry charges the town.

Just past the 4 hour mark and the casualty count is too high! (Both sides reduced to 0 initiative, so I stopped counting). The StuG scores a hit against some of the T-34s. But the Soviets lose a 4th officer (only 6 proper officers left).

Soviets begin to assault the town as the StuG crosses to the north side of the road. A German Infantry company arrives in the south.

The first town hex is captured, while in the northern woods the Soviet Kommisar begins eliminating routed platoons!

German infantry platoon moves towards the town to assist, but once again they are smashed by artillery.

The KV-1 recovers and advances against the StuG. The German AFV fires but misses and the return Soviet fire takes out half the German unit!

In the far east, the few remaining Soviets eliminate the Spanish AT Gun and capture the entrenchment next to the bridge!

Just under 2 hours to go and the last batch of German reinforcements arrive. 3 Inf platoons, HMG platoon and some 50mm guns. Led by two fantastic leaders (both with +2 morale bonus!)

The StuG runs, but is eliminated.

The Soviets attempt to stop the Germans from reaching the road. A mortar strike takes out the 50mm and the KV-1 advances against the Germans.

German morale is too good and they reach the western part of the road. The Soviets, despite numerous artillery strikes can’t dislodge them.

The battle in the town rages on with both sides taking more and more casualties.

In the east the Soviets make a desperate attempt at gaining the bridge but are severely flogged.

The battle reaches its conclusion.

SPANISH MINOR VICTORY!!!

Aftermath

The Spanish hold the bridge and have German units controlling some of the east-west road on the western board, which is enough for a minor victory.

The town is mostly contested, with a lone hex being in Soviet control.

The Death Toll is astronomical. Here is the Dead Pool…

Soviets have lost 23 foot platoon out of 33. 70% losses!

Spanish have lost 8 out of 16 foot platoons. 50% losses!

German reinforcements arrived 4 times, with the first 3 “companies” completely obliterated!

Brutal.

A few notes on the gameplay:

  1. Spanish should have set up a bit more along the east-west road on the Western board. They were very fortunate to be given such great German reinforcements on turn 25, otherwise, they wouldn’t have been able to have anyone on the road.
  2. Soviet focus was all wrong. They really needed to capture the bridge. Consequently, they should have avoided the town, sending half their force against each flank. Once the bridge was secured, they could have moved against the town.
  3. Soviet artillery was brutal against anyone not in town/entrenchments. With their on board units they could deliver 30x2 and 16x2 strikes. This was enough to demoralize and eliminate the Germans on countless occasions.

Scenario Rating: 3/5 – A good scenario. Both sides appear to have a chance at victory. Soviets need to focus more on the bridge.

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