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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Gates of Warsaw
C&CV1: War in the East #6
(Attacker) Germany vs Poland (Defender)
Formations Involved
Germany 11th Infantry Division
Germany 9th Panzer Division
Poland 21st Infantry Regiment
Display
Balance:



Overall balance chart for CCV1006
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game C&CV1: War in the East
Historicity Alt-History
Date
Start Time 07:00
Turn Count 24
Visibility Day
Counters 118
Net Morale 0
Net Initiative 1
Maps 2: 17, 2
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 162
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Rural Assault
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Eastern Front Maps + Counters
Road to Berlin Maps
White Eagles Counters
Introduction

With Warsaw holding out against assaults, German troops sought to attack the city from unexpected angles. Here a German infantry force supported by units from 4th Light Division attacks through a heavily-wooded area toward a Warsaw suburb. They hope that superior numbers and combined arms will tell, but the Poles have a surprise in store for them.

Conclusion

Here's a big chance for one side or the other to score lots of VPs before the end of the campaign. The board is fairly covered with VP-producing hexes, and the Germans need to move fast to grab as many as they can before their attack stalls. Leader Characters with Urban and Rural assault skills will be of crucial importance in taking terrain from the enemy.


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
  • 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
Poland Order of Battle
Wojska LÄ…dowe
  • Misc
  • Towed

Display Errata (3)

3 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)

Display AARs (1)

Hung Up
Author Matt W
Method Solo
Victor Germany
Play Date 2012-12-06
Language English
Scenario CCV1006

This was the perfect scenario to come along at this point. The Germans desperately needed a scenario with a bushelbasket of VPs possible as they were some 70 points behind the Poles in the campaign. The Germans also have a massive amount of OBA and plenty of troops. The Poles have some good defensible terrain and some choke points to delay the German advance.

The Poles set up with a front line manned heavily in the towns and with two entrenchments holding the holes between the towns. Further back a company of infantry was on the larger hill with a company and a half in the large town on board 2 itself. For the Germans to win they would have to pierce the front line and capture a lot of the town hexes on Board 2.

Early on, this looked to be another of the terrible losses for the Germans as they simply could not put enough force onto the entrenchments to get any traction. The first fire continued to result in disruptions and demoralizations which kept them from clearing the entrenchments out. The Germans regrouped and brought up engineer and armor support in order to get the Poles out but this was a big mistake. If they had invested the entrenchments and sent the rest of their force towards Warsaw they could have ended up with a much better result.

Ultimately the Germans did get to the large town and simply had more troops than the Poles could block from entering and holding large sections of the town. The end result was a German victory by 30+ points. The Germans will typically win this one if they are willing to bypass some of the Poles and push on towards the town. I give it a "3".

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