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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Across Poland!
C&CV1: War in the East #21
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 8th Panzer Division
Soviet Union 54th Guards Rifle Division
Display
Balance:



Overall balance chart for CCV1021
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game C&CV1: War in the East
Historicity Alt-History
Date
Start Time 08:00
Turn Count 24
Visibility Day
Counters 82
Net Morale 0
Net Initiative 1
Maps 3: 14, 19, 21
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 158
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Rural Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Road to Berlin Maps + Counters
Introduction

As the Soviet Generals raced each other across Poland to reach the Oder, local German forces launched counterattacks where they could slow the pace of the race. Here 8th Panzer Division makes a dawn attack on Soviet troops who camped overnight on the road to the Oder.

Conclusion

The Germans have some solid tank support but the Soviets outnumber them, so it will be tough going. German Leader Characters with Urban and Rural Assault skills will be crucial to taking town and hill hexes away from the Soviets.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
Guards
  • 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display AARs (1)

Slowing down a counterattack
Author campsawyer
Method Solo
Victor Germany
Play Date 2011-06-24
Language English
Scenario CCV1021

Across Poland is an interesting scenario as it has the Germans attacking instead of the Soviets in this late war battle. The Soviets have a defensive line before a rather large set of hills as they move across Poland. The Germans, on the hills are desperate to stop them an mount a counter attack.

The Germans have some impressive armor support, Tigers, Panthers and armored cars to face Soviet T34-85's Su-100 and Su-76s. But with the infantry support they are lacking for a sustained attack as needed to capture towns on two boards. Artillery support goes to the Germans as well with OBA and onboard mortars. Morale is roughly equal, and the leader draw favored the Soviets.

The Soviets setup with a large force in the town on advanced board 19. The place infantry and T34-85's to attempt to slow the German advance. They also take advantage of woods and place infantry and a T34-85 to try to get cross fire. On board 21, infantry are positioned in the woods in front of the northern town while the middle town is stacked with infantry and Su-76's. Mortars are place southwest of the middle town to support the advanced units on board 19. Finally a Su-122 and infantry are placed on the 40m hill on board 21. The character leaders are placed in the town on board 19 and one of the woods hexes to the south.

The Germans get to setup on board for this scenario. They can start on the hill on board 14. They setup with an "infantry first" assault, holding back the tanks until the Soviet tanks are identified. Given that the Soviet artillery is only onboard mortars, this makes it a little easier to advance on the town without massive casualties. So, the infantry is places on the lower level of the ridge line. The main group on or near the road and another to move in a southerly rout around the swamp. The Panthers and Stug are behind the main group and the Tiger is with the other force. The armored cars, halftracks and trucks remain in the woods on the hill.

The Germans move out from the hill over the cross of the first two turns, making contact with the Soviets in the town on turn three. Soviet OP fire scores the first kill and Captain Smirnov with some early LP's. As the Germans close on the town the Soviet tanks are spotted and the German Panthers go to work destroying one and one half steps. The remnants retreat to the back of the town. German infantry try to work there way up to assault the infantry but Soviet OP fire and some excellent spotting by Capt. Smirnov keep the German infantry at bay. Several turns go by as disrupted and demoralized German infantry need time to recover, but Soviet fire keeps them struggling to get back to good order.

By turn 8 the Germans get one assault force into the town on board 19. It struggles to hold on as the assaults results are not favorable and more disruptions and demoralization hit the German infantry. Mortar fire by the Soviets knock out 4 German GREN steps severally depleting the assaults. But the German recover as HMG's and ENG's join the fight. The take the first town town hexes and with supporting Panther fire hit a third as light up a remaining T34-85.

The attack on the town becomes desperate for the Soviets, Capt Smirnov is the only one left in the town with his INF and GREN. Fire from the German Stug and ENG demoralized the stack and they must flee. German OP fire kills the units but Smironv runs for the for the towns on board 21. The Germans have the town on board 19, but at a steep cost 12 GREN steps are lost taking the town. The Germans need to press on to get more town hexes to get a win.

Meanwhile to the south LT Popov is holding out in the woods trying to get some support fire on the attacking Germans until the German Tiger bears down on the group. The Tiger fires HE and machineguns into the woods but Popov keeps his troops together while the Germans bring up infantry from the southern force. Popov skillfully manages to OP fire killing more GREN's and driving an HMG back. He tries to position his INF for an assault on the Tiger but the tank is to skill-full to avoid his advances. A Panther is not so luck with another group of Soviets. They are able to assault and demoralize it before German reinforcements come to it's rescue. But it is to rattle to continue the battle and sits out the last half of the game trying to recover.

Now that the town is taken on board 19, the Germans move the remaining forces forward to attack board 21. Their forces are scattered and reduced but they manage to get a enough forward with a Panther and Stug to press an attack on the middle town of board 19. As they get close the Soviet OP fire starts again. Disruptions and demoralizations hit the infantry as the tanks desperately try to support them with fire on the town.

Meanwhile the armor cars have moved to the southern edge of the board looking to skirt the main battle and race for the lightly defended hill. But Lt. Popov spots this and in good fire direction demoralizes one group of cars. The other gets by and heads for the hill. It more cautiously as it gets close as the SU-122 is defending the summit. OP fire by the 122 misses and the armor car gets to the the lower elevations. The Soviets move INF to help support the SU-122, but German Panthers already have a bead on the 122. The Soviets get a lucky initiative role and get the tank under cover to fire on the armored cars again. The 122 scores a hit by a SdKfz 234/4 returns fire and destroys it. The hill is open for the armored cars to take, but time runs out.

In the attack on the middle town, Germans try to get units into assault position but have problems with Soviet fire. Units stall as hits are taken by the OP fire. This creates problems as there are not many units to attack and time is running out. The Germans do be a reduced GREN with the ENG in but follow up troops and leadership are demoralized, so the assault stalls, but the town is contested. And so the attack stalls with the Germans barely getting into the town, but this is enough to get the victory 49-46.

In the end a good scenario, showing how the depleted Germans still could mount an offensive, but did not have enough troops to achieve there goals. The Soviets wore them down with good OP and mortar fire, but could not keep there losses down. Two of the character leaders did very well accumulating LP's but one was killed in the assault on the board 19 town. Another one will be along to replace him.

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