Breakthrough C&CV1: War in the East #14 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 1st Panzer Division | |
Soviet Union | 110th Rifle Division |
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Overall Rating, 2 votes |
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4.5
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Scenario Rank: --- of 940 |
Parent Game | C&CV1: War in the East |
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Historicity | Alt-History |
Date | |
Start Time | 16:00 |
Turn Count | 24 |
Visibility | Day |
Counters | 101 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 4: 3, 4, 7, 8 |
Layout Dimensions | 86 x 56 cm 34 x 22 in |
Play Bounty | 169 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Delaying Action |
Rural Assault |
Urban Assault |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Reinforcements |
Severe Weather |
Scenario Requirements & Playability | |
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C&CV1: War in the East | Base Game |
Eastern Front | Maps + Counters |
Introduction |
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A breach in Soviet lines allows German armored reserves to push eastward along a minor river. Faster German forces rush ahead of the main advance to grab the river bridges before Soviet reinforcements can arrive from the north. The Soviet response is disjointed, but approaching darkness and deteriorating weather conditions will complicate the efforts of both sides. |
Conclusion |
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This is a fast moving and wide ranging scenario in which the Germans will make lots of gains early on but will have a hard time holding onto them as Soviet heavy tanks start hitting them from the north. Neither side has enough force to control all the objective hexes at once, and rain, mud and darkness will cause units to become progressively isolated from each other. so Leader Characterswith the various Assault Skills (Urban for town, Rural for bridge hexes and Night for after dark) will be extremely useful. |
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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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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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)
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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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Wild tank battle in the Ukraine | ||||||||||||
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This was scenario 8 of the Barbarossa campaign with all three leaders participating. One Captain was assigned to the motorcycle recon that was to rush ahead to secure objectives. The other were support to the armor columns moving up to support the attack. All units were able to be mounted so speeding across the maps was a large part of the attack. Why? You are not just fighting the Soviets but the weather too. At some point in the battle rain starts and you lose your air support and visibility, then a little while later mud sets in and you lose mobility. This means that you need to get VP's quickly. The Soviets have the positions with a small defense force but KV-1's and T-34's are on their way to help. They too will lose mobility when the rain starts, but you don't want to be in the middle of a fight with them when the rains start. In my play the recon team was able to dash around the Soviet defense force and threaten the towns when VP control is key. Keeping the main force together will help minimize the chance of the Soviet tanks appearing and getting a straggler. By the first hour the defense forces are reduced from air and OBA attacks and the main force just mops up. My Captain and LT get a few points for DF but soon move on to attack the towns. At that point, Soviet tanks have started to engage the recon force, with the armor cars moving out of range but the motorcycles still holding a a small woods. The T-34's press them with HE and machine guns eventually killing the Captain. In a panic the units break and start to move back to the main force. Meanwhile the main force works toward the town and is able to get into position to attack when the rain starts. This helps the Germans as the T-34s and also the KV-1s will be slow to get to the towns. The Germans quickly assault but causalities are high without some DF/BF first to soften them up. Enough assault teams get into beat back the Soviets when mud season starts. At this point all movement is severely limited. The German Panzers setup to support any assault by the T-34's and KV-1's. Slowly they lumber forward to try to counter attack but the Panzers beat them back with the help of the remaining INF units. In the end the Germans pull out a win 23-15. In rereading the AAR for this I could see why this one was exciting as it has quite a bit of uncertainty and could have gone either way. Having to fight the Soviets and the weather made it just that much different to rate it a 5. |
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