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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Secure the Bridge
C&CV1: War in the East #11
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st Panzer Division
Soviet Union 110th Rifle Division
Display
Balance:



Overall balance chart for CCV1011
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 09:00
Turn Count 20
Visibility Day
Counters 114
Net Morale 1
Net Initiative 3
Maps 3: 3, 5, 6
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 166
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
River Crossing
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Eastern Front Maps + Counters
Introduction

The control of vital bridges across the many great rivers of the Soviet Union was of utmost concern to both sides. A German attack on such a bridge would need to be executed quickly, to secure it in advance of expected Soviet counterattacks.

Conclusion

Here's a decent-sized scenario where the Germans have a great need for speed. their tanks and trucks must off-road it around Soviet roadblocks and limiting terrain to get lots of troops to the bridge in time to take it and secure a bridgehead beyond it before the game ends. Units under the command of Soviet Leader Characters can rack up lots of VPs (plus LPs and possibly medals for the Leader Characters) by hitting tanks and troop-bearing trucks with direct and AT fire as they drive for the bridge.


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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • 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
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Leading the Engineers
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario CCV1011

This scenario was very interesting for the experienced LT. He was able to leader the engineers in creating and holding a river crossing for the attacking troops. The scenario has the Germans trying to take a bridge to keep the assault going. The Soviets have a good defense force, but the Germans have the morale and aircraft to help the assault.

The experienced LT had a very good game and looks to be promoted as he was able to win a medal and accumulate points for directing fire and recovering troops, but made a big play with defending the engineers bridgehead from a Soviet counter attack. After crossing the river over the engineer bridge they came under attack from several Soviet platoons that looked to destroy the engineers. With his HMG and INF they engaged in two assaults on the advancing Soviet infantry defeating both. This caused the Soviets to resort to OBA at the engineers but that was stopped after the Soviet leader was chased away.

The Caption and the green LT did will with recoveries and directed fire. The green LT was able to direct some successful OBA during the final assault on the bridge. The Germans went on to win 25-13. Afterward the experienced LT was promoted to Caption and was able to get another skill Forward Observer.

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