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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Tashlyk Bridgehead Scenario 3: Easing the Pressure
Broken Axis #29
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 17th Infantry Division
Soviet Union 203rd Rifle Division
Soviet Union 23rd Tank Corps
Display
Balance:



Overall balance chart for BrAx029
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Broken Axis
Historicity Historical
Date 1944-05-14
Start Time 05:00
Turn Count 18
Visibility Day
Counters 82
Net Morale 1
Net Initiative 1
Maps 2: 102, 105
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 160
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Anti-infantry Wire
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Broken Axis Base Game
Introduction

The 8th Guards Army took a beating in the Tashlyk Bridgehead and the Soviets needed to find a way to relieve the pressure on them. Northwest of Grigoriopol the Dniester River winds back on itself quite precipitously creating oxbows and a natural salient on the north side of the river occupied by the Germans. The 5th Shock Army received orders to move forward and drive the Germans back over the Dneister. They hoped that this would distract the Germans from the fighting going on in the Tashlyk Bridgehead.

Conclusion

According to the commander of the 203rd Rifle Division, Colonel G. S. Zdnanovich, his men executed the attack without a hitch. By 0900 hours they had captured both Dorotskoe and Pererytoe (the towns on Boards 102 and 105 respectively). He also wrote that they ". . . essentially succeeded in driving the Germans from the ill-fated Dniester 'bottle'." He may have believed that, but the Germans planned to re-enter the "bottle" in the near future.


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

Display Errata (4)

4 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 63

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

(Shad on 2010 Dec 15)
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)

Display AARs (2)

The 75mm AT of DOOM!
Author J6A
Method Solo
Victor Germany
Play Date 2016-11-19
Language English
Scenario BrAx029

This was an interesting, mostly infantry based scenario. The Soviets, RKKA infantry with a few T-34Cs for support, need to accomplish 2 of 3 objectives to win. Those are to clear the Germans from the town, clear the north-south road, or eliminate at least 12 German steps.

I set up the Germans with a decent defense screen around the forward village, and a solid reserve in the main town. A 75mmIG was on a hill with a good view of the battlefield to restrict where demoralized units could hide. For the Soviets, I sent a big thrust towards the village on 102, with pincers flanking the village with the armor support to get to the town more quickly.

Early on, things were going well for the Soviets. Mostly by weight of numbers and some accurate OBA, they were able to brush aside most of the German front forces. The town fell fairly quickly, and units that routed were run down by Soviets before they could get far.

About 2/3 of the way through, the tide changed. The Soviets had to cross open ground to get to the town, and now it was the German's turn to take a toll with OBA. This scenario really pointed out the difference between 8/6 Guards and 7/6 RKKA. The latter rate to fail an M1 morale check, and with relatively poor Soviet leadership here, once these guys got demoralized, needing a 5 or less to recover became tough. Still, the Soviets had the numbers and the armor support. Until the 75mm AT gun the Germans stashed in the town got into the action. After missing a couple of shots, it rolls boxcars against at T-34 to take out a step. Being a 7/6, the other step decided to get demoralized. That's okay, here comes another platoon of T-34s. Again, boxcars and a step dies, although this time the tanks are only disrupted. Meanwhile the 3rd platoon is trying to help clear out the last German resistance that can threaten the road, when the Germans roll a snake eyes on a high odds shot that forces the T-34 to take a morale check, and it gets demoralized.

Back near the town, the disrupted T-34s recover. So, what does the 75mm do? You guessed it...boxcars to wipe out the unit completely. Other Soviets approaching the town were shot up by opportunity fire, and the Soviet artillery went cold while the Germans got hot. I called the game after 15 of the 18 turns. The Soviets had not yet reached the town (although 1 unit got adjacent) and the Germans in teh town (about 6 platoons including the 75mm) were all in good shape and well led, the the tank support had disappeared.

With a little different die rolling, this could have been much closer. The Soviets did achieve one objective, the Germans were about 16 casualties when I caused it, and they just didn't have enough momentum to win. However, I think this is definitely a winnable scenario for the Rooskies.

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The Closest of Margins
Author TFGA73
Method Solo
Victor Germany
Play Date 2020-12-11
Language English
Scenario BrAx029

Broken Axis Scenario 3-3: Easing the Pressure

This is a pretty basic scenario, with dug in Germans backed up with some artillery and AT guns defending against a Soviet combined arms attack. The Russians have to clear the road, take the town, and take out Germans to win.

The German setup is pretty standard, stretched in a line in front of the town, one AT gun on each flank, and a small reserve force in town. They also have some wire and mines which they place on and near the road, blocking the direct path. I put a single platoon and leader in the village out front, solely for observation. In hindsight I think this decision made the difference.

The Soviets come on quick in two groups, one on each flank. They score an early coup with artillery taking out the 75mm, the Germans best AT gun in the game, and the attack on the German left surges forward. The attack starts to progress, but fog of war and terrain slow the Soviets down, and the Germans fight a tough retreat into the town. The Russian attack on the German right bogs down at first, but starts to progress as the Germans are forced to move troops to patch holes in other areas.

At the end the Soviets have cleared the main road, securing one objective, but two town hexes remain contested, so it comes down to the third victory condition. The Soviet goal was to eliminate 12 German steps, and they got: 11. Minor German victory!

Analysis: This was a very close and balanced battle, with Soviet advantages in armor and numbers offset by terrain and German morale. That 7/6 morale for the Russians is a killer, as it caused numerous advances to stall as they stopped to recover stragglers. Also, conceding the village on the north board helped the Germans as this kept them from overstretching and getting caught in the open fighting a rear-guard action. As part of a larger battle I would say the Soviets won as they were on the way to clearing the town (another couple turns would have done it), but going by the rule book this one goes to the Krauts.

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