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| Overall Rating, 4 votes |
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3.25
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| Scenario Rank: --- of 1094 |
| Parent Game | Deluge |
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| Historicity | Historical |
| Date | 1939-09-01 |
| Start Time | 09:45 |
| Turn Count | 24 |
| Visibility | Day |
| Counters | 99 |
| Net Morale | 0 |
| Net Initiative | 2 |
| Maps | 4: 3, 4, 5, 6 |
| Layout Dimensions | 86 x 56 cm 34 x 22 in |
| Play Bounty | 183 |
| AAR Bounty | 157 |
| Total Plays | 3 |
| Total AARs | 3 |
| Duplicates | WhEa034 |
| Battle Types |
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| Bridge Control |
| Inflict Enemy Casualties |
| River Crossing |
| Road Control |
| Conditions |
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| Off-board Artillery |
| Randomly-drawn Aircraft |
| Terrain Mods |
| Scenario Requirements & Playability | |
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| Deluge | Base Game |
| Fire in the Steppe | Maps + Counters |
| Introduction |
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Polish military intelligence provided a steady flow of detailed information on German intentions. The Poles knew they would be facing concentrated armored formations, and had a pretty good idea of what these units could achieve. To continue their advance, the Germans would have to capture crossings over the river Brda suitable for tanks; one such lay near the village of Pruscz. |
| Conclusion |
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The Poles stalled the German advance long enough to set the heavy railroad bridge over the Brda on fire. Not for the last time, the Germans noted how the Polish anti-tank gunners fought with suicidal determination. The staff of Panzer Regiment 5 decided that they had done enough for the day and stopped to rest by the burning remnants of the bridge, bringing their enraged corps commander to the scene. |
| AFV Rules Pertaining to this Scenario's Order of Battle |
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| 3 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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| Deluge.... and that's exactly why it is so called! | ||||||||||||||
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There isn't much to say about this one, the Poles had to split their defenses, the Germans had an overwhelming number of units available for the battle and the tanks..... just overran everything! The Polish Commander surrendered after but six turns. It was amongst the worst that I have played. (Note - I wouldn't advise anyone to play this one, on line or otherwise.) |
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| 0 Comments |
| #9 Tuchola Forest |
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The Germans made good use of their mobile forces to clear the north road and get into the rear of the Polish forces while capturing the bridge from behind while the rest of the German infantry made a frontal attack along the south road pinning the Polish forces to their front so they could not reinforce the bridge. The German combined arms with air and OBA support were no match for the under strength Polish defenders. |
| 0 Comments |
| Gamey is as Gamey Does | ||||||||||||||
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This was a fun-filled, 2-session play through with the hard-fighting & steadfast Grognard Gunny leading defending elements of the Polish 9th Infantry Division in a relatively long, 24-turn battle. I led attacking elements of the German 3rd Panzer Division in this 4-map fight. Both sides drew excellent leaders. Overall, the Germans had a stronger leadership team. We played using the FOW, consolidation, smoke and excess initiative optional rules. We again used these two house rules: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a 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. Our high-mobility first session (game turns 1-2) featured a lengthy German movement to contact along the southern of the two east-west roads. The onrushing Germans drew first blood on the margins of the southernmost forest on Map 04. The Wehrmacht captured the nearby 7-hex town at the end of the first game turn, and they began splitting into a multi-pronged advance. The second session (game turns 3-6) continued lots of movement & heavy fighting in this incredibly gamey scenario. Only 6 Polish steps and 2 leaders were eliminated by the time that – by mutual agreement – the Poles conceded a German major victory with all three of the Axis victory conditions accomplished. This was a fun-to-play, high maneuver and interesting scenario that was way too long, given the unbalanced nature of the scenario. There were many decision points and several ways to play it. I give it a 2 in shared play, but note the gaminess of the victory conditions, The defending Poles should derive some VP benefit for hanging tough in town hexes and for eliminating German motor transport units. This one suitable for SOLO play only. |
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| 0 Comments |
DelP008