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Overall Rating, 4 votes |
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2.75
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Scenario Rank: --- of 940 |
Parent Game | Deluge |
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Historicity | Historical |
Date | 1939-09-01 |
Start Time | 05:30 |
Turn Count | 16 |
Visibility | Day |
Counters | 54 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 2: 4, 5 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 166 |
AAR Bounty | 165 |
Total Plays | 3 |
Total AARs | 2 |
Battle Types |
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Ambush |
Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Hidden Units |
Off-board Artillery |
Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
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Deluge | Base Game |
Fire in the Steppe | Maps + Counters |
Introduction |
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On the northern flank of the German XIX Panzer Corps striking into the Polish Corridor, Armored Train No. 3 lumbered across the border intent on seizing the town of Chojnice in a surprise attack. Not only panzers could conduct blitzkrieg, the train's commander apparently decided to prove to the high command. Stunned by the train's brazen appearance with no supporting units, the Polish garrison quickly fanned into the nearby forests, intent on ambushing this smoke-belching monster. |
Conclusion |
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The Poles stopped the train with a shot from an anti-tank gun and then riddled it with small arms fire, leaving it a smoking ruin. Chojnice fell and the wreck was rescued when troops from 90th Motorized Infantry Regiment sped to the scene of the disaster. Armored Train Number Three was salvaged and rebuilt in time to be shot to pieces by Dutch troops in 1940. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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1 Errata Item | |
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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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Chattanooga Choo Choo German Style |
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German Armored Train #3 come chugging down the track heading for its objective, the town of Chojnice, a hidden Polish ATG battery opened fire on the unsuspecting train, but unlike historical events, missed the train by a wide margin with its first shot (snake eyes) and missed again on the following turn. The train made it to the town unscathed to disgorge its supporting infantry platoon while preparing for the Polish counterattack. To the east of town a reinforced Polish infantry company of Obrona Narodowa advanced on the town from their hiding place in the woods with the goal of eliminating the train and its supporting infantry, but the German forces were able to disrupt and demoralize several platoons with opportunity fire thus stalling the Polish counterattack while waiting for reinforcements. Within 30 minutes the German reinforcements arrived and split into two groups, one company supported by a HMG platoon cleared the woods north of the RR tracks with the help of two OBA batteries of 105mm. The rest of the battalion headed for the town. The Polish Obrona Narodowa did their best but were no match for the vaunted Wehrmacht troops who quickly routed them out of the town. |
0 Comments |
Take Chojnice by Rail & Valor - Thanks Mostly to Bad Scenario Instructions | ||||||||||||||
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This was actually a fun-filled & fast-moving, 2-session play-through with the redoubtable & daring Schoenwulf, leading elements of the Polish Pomorska National Guard Brigade, defending the town of Chojnice and surrounding woods. I led invading elements of the German 20th Motorized Division, spearheaded by the ridiculous. Armored Train No. 3. We used with the FOW, smoke/illum and excess initiative optional rules. We also used one house rule: Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, Both sides drew decent sets of leaders. The action-packed, initial session (game turns 1-6) featured the probing action of the German’s toy train (Puffing Wilhelm) with a single infantry platoon aboard into the 7-hex town of Chojnice. This poorly-designed scenario’s setup instruction called for the Polish force to start in woods hexes only, which makes no sense in a scenario whose victory conditions are tied to control of the town. At any event, the armored train became a conspicuous & inviting target of a nearby platoon of French 75s firing armor piercing ammunition that eventually (game turn 5) demolished the train in the central hex of the town, creating a 3-step loss for the Third Reich and a wreck counter that blocked the rail line. German reinforcements began entering from the west edge of the battle map during the 4th game turn, and rapidly moved into decisive engagement range on the margins of the Chojnice. At the end of this session, Axis control was already established in 4 of the north & west town hexes, while the hard-fighting Poles were in control of the easternmost two hexes. Our wild, second session (game turns 7-14) featured multiple, adjacent-hex firefights and a pair of lengthy & costly, close assaults as the Teutonic horde slowly overwhelmed the steadfast defenders of Chojnice. The ably-led, Polish garrison did not give up the fight, but bravely struggled on in spite of their slowly diminishing fire & shock power. By the end of this session, the Polish defenders were still present in a pair of contested town hexes. The Germans finished the scenario in control of 5 town hexes, and final step losses were: 6 for the relentless Jerries, and 10, plus 3 leaders eliminated for the stalwart Polish defenders. The last session also featured the German side throwing FIVE combat 7-die rolls at crucial moments, as well as the Poles repeatedly throwing successful morale recovery rolls. By mutual agreement, my gracious opponent conceded at the start of the 14th game turn when the VP score was; 6 for the Poles, and 31 for the attacking German side. In all, there were only 4 FOW-shortened game turns of the 14 played. We give this seriously flawed scenario a generous rating of 2, as it is in need of a complete rewrite of the Polish setup instructions. The Poles should be allowed to set up in the town that they are charged with defending in the victory conditions, as my distinguished & thoughtful opponent has written: “I certainly agree on the goofy setup that forces the Poles to start their with AT firepower limbered in the woods for any chance at success. Even with fortuitous rolls, the Poles are simply at a loss by starting with a guaranteed 2-3 German VPs for the Huns from Puffing Willy’s occupation. Then, one has to count on a near-miracle hit to take the armored train out, or it continues to pocket VPs; I think I was lucky that it only soaked up 5 VPs, but that definitely skews the odds in favor of the Germans. For the Poles to set up in the NW woods seems like suicide with the armored train able to shoot if they try to reach town. With no opportunity to set up defense in Chojnice, the only real option for the Poles is the woods ESE of town. Of course, the German reinforcements don’t enter until the Poles fire a shot, so maybe the best approach is to dance around and enter the town carefully, but puffing Wilhelm will probably put at last one AT gun platoon out of commission before it even gets a shot off, all the while grabbing VPs.” In summary, this scenario should have been properly play tested prior to publication, which would have caught this issue prior to issue, and made for more balanced play. If future players agree to allow the Poles to setup in the town, this scenario is eminently suitable for SHARED or SOLO play, and play balance is significantly improved. However, as published, it is best played in SOLO mode. |
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