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| Overall Rating, 5 votes |
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3
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| Scenario Rank: 900 of 1094 |
| Parent Game | Deluge |
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| Historicity | Historical |
| Date | 1939-09-01 |
| Start Time | 15:00 |
| Turn Count | 24 |
| Visibility | Day |
| Counters | 93 |
| Net Morale | 1 |
| Net Initiative | 1 |
| Maps | 2: 1, 6 |
| Layout Dimensions | 56 x 43 cm 22 x 17 in |
| Play Bounty | 169 |
| AAR Bounty | 157 |
| Total Plays | 4 |
| Total AARs | 3 |
| Battle Types |
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| Delaying Action |
| Exit the Battle Area |
| Inflict Enemy Casualties |
| Road Control |
| Conditions |
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| Anti-infantry Wire |
| Entrenchments |
| Minefields |
| Off-board Artillery |
| Terrain Mods |
| Scenario Requirements & Playability | |
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| Deluge | Base Game |
| Fire in the Steppe | Maps + Counters |
| Slovakia’s War | Counters |
| Introduction |
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SS Group Leader Paul Hausser, serving on the panzer division's staff, insisted that its commander, Maj. Gen. Werner Kempf, give his men tank support for a renewed assault on the Poles. Given the political realities of September 1939, Kempf had little choice in the matter and ordered the armor to accompany the militia's second attempt. |
| Conclusion |
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The panzers rolled up to the Polish positions, where the anti-tank gunners proceeded to shoot holes in them. Undeterred, the tanks then turned to find the Polish flank — now exposing their broadsides as they trundled along in front of the Poles, who gleefully put even more holes into them. When the attack finally collapsed, the Polish gunners had claimed 39 of Panzer Division Kempf's 154 machines. |
| AFV Rules Pertaining to this Scenario's Order of Battle |
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| Good After Bad, #4 |
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Initial thought on this scenario was that it would be one sided and all Polish, but the Waffen SS put up a good fight that could have gone to them with a little luck and if they did not lose so many steps early on, majority PzIs, tanks count double. By turn ten they were down 14 steps to the Polish 2, the SS did eliminate a few more Polish steps but not enough to make up the difference in panzer losses. The two Polish batteries of French 75’s, along with two mortar batteries did an excellent job of breaking up the German advance, at one point during the scenario disrupted and demoralized SS units were strung out from north to south along the west map edge with their leaders trying to rally as many units as they could, the saving grace for SS that were on the southern map was the coming sunset and darkness which would mask them from the Polish artillery spotters and dug-in Polish infantry. Once night came the good ordered Waffen SS infantry, led by the remaining PzIIs moved off the south map edge, satisfying one victory condition but the SS needed to win two out of three for a minor victory and that did not happen. |
| 0 Comments |
| Throw Back the German Invaders | ||||||||||||||
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This was a 4-session play-through (24 game turns) with the resolute & undaunted, Grognard Gunny, leading reinforced SS elements of attacking German Panzer Division Kempf. I led dug-in elements of the Polish 20th Infantry Division. Both sides drew middling sets of leaders, though the Polish draw was a bit better. We used the FOW, consolidation, excess initiative, smoke/Illum, hidden units (the bulk of the Polish defenders) and strategic movement optional rules, along with the following two house rules: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. The initial session (game turns 1-2) featured a well-staged, movement to contact by the Germans in 3 columns, with the largest (central) force of SS militia coming straight south on the major road. Exchanges of opfire, OBA and adjacent-hex fire fights in the northeast town resulted in a handful of disruptions & demoralizations. The first blood was drawn by the Poles when a step of Pz-II light tanks was hit by an armor-piercing shot from the swamp. Our second session (game turns 3-7) featured all three German pincers making closer contact, while receiving a hail of incoming opfire, AT and OBA, which resulted in a further loss of 2 SS steps. Probing German combined-arms spearheads moved south on either side of the forest on Map 1, while their left flank attack was stalemated in the northeast town. The Poles came away from this session without casualties, but managed to throw FIVE combat 7-die rolls. The third session (game turns 8-11) was a bloody one, especially for the attacking German side. Step losses this session totaled: 11 for the struggling Germans – including 2 platoons of Pz-I light tanks – and an additional 4 steps of Polish infantry lost. A pair of SS advances in the center of the map were repulsed with heavy losses, but a third (right flank) pincer drew into range during the 9th game turn. German initiative fell 2 levels and they also lost a combat leader. This one may yet turn into a very close German victory, as it approaches the half way mark. Our fourth session (game turns 12-15) featured a large-scale, combined-arms German right flank move that suffered 12 step losses as they quickly advanced diagonally across the map. By mutual agreement the Poles were conceded the victory as there was no possibility of the Germans achieving their 3 victory objectives. The final step loss tally was: 31 for the Germans, and 5 for the Polish defenders. We agreed that this one deserves a marginal 3, since the German victory conditions are likely beyond reach without a great deal of luck, in this nonplaytested scenario that needs a rewrite. This one is better suited to solitaire play only. |
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| A lot of effort. | ||||||||||||||
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In this one the Germans were pitting PzIs and IIs against some pretty good AT guns. The poles had the best of it and shot the heck out of the Germans. It was supposed to go against the Germans.... and it did. (Note - This one is best suited for Solo play. This was the first scenario in which the defenders had their units hidden from view, made it a bit more interesting overall.) |
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DelP003