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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Wojtaszewski’s Battalion
Deluge #11
(Defender) Poland vs Germany (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for DelP011
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Deluge
Historicity Historical
Date 1939-09-01
Start Time 13:00
Turn Count 20
Visibility Day
Counters 74
Net Morale 0
Net Initiative 2
Maps 2: 4, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 173
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Reinforcements
Scenario Requirements & Playability
Deluge Base Game
Fire in the Steppe Maps + Counters
Introduction

XIX Corps commander Heinz Guderian focused on the lead elements of 3rd Panzer Division - the Lehr panzer demonstration unit and the divisional recon and motorcycle battalions – while its other elements ran into problems of their own. Just north of Guderian’s position at Pruscz, the 6th Panzer Regiment ran into a single Polish infantry battalion. Not waiting for infantry support, the tanks simply charged straight ahead.

Conclusion

Major Stanislaw Wojtaszewski’s I Battalion of the 34th Infantry Regiment had put out an outpost that shot up several German tanks, but that didn’t slow down the panzers. They came straight into the teeth of his positions, and the Polish anti-tank gunners destroyed still more when they assaulted the main positions in and around the town of Gostycyn. Fighting raged in and around Gostycyn until midnight, when division headquarters ordered Wojtaszewski to fall back to the river Brda.


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).
  • 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

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
  • Towed
Poland Order of Battle
Wojska Lądowe
  • Towed

Display Errata (3)

3 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (2)

#11 Wojtaszewski's Battalion
Author Juiceman
Method Solo
Victor Poland
Play Date 2021-07-25
Language English
Scenario DelP011

As the German armor advanced down the road unsupported they come under fire from two dug in Polish ATGs which which knocked out a step of Pz-Is which allowed the German panzers freedom of movement. The panzers then moved off the road to take under fire an unsupported AT position, eliminating this one threat.

The German infantry reinforcements arrived on time, for a change and helped clear the Polish blocking force, but it took time to clear all of the Polish forces. As the Germans advanced on the town they come under very accurate Polish HMG and infantry fire which disrupted and demoralized the German infantry advance. The lone Polish ATG in the town took out several German panzer steps, which defied any attempts to knock it out. In the end the stubborn Polish defence was able to extract a heavy toll on the German forces who did not win any of their VCs thus giving the Pols a major victory.

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Try to Clear the Road & Take the Town, Major!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Poland
Participants Schoenwulf
Play Date 2024-06-12
Language English
Scenario DelP011

This was a disappointing, 4-session play-through with the wily & resolute, Schoenwulf, commanding elements of the defending Polish 9th Infantry Division. I managed attacking elements the German 3rd Panzer Division in what turned out to be a truncated, gamey slugfest. We unfortunately used the awful FOW, as well as the strategic movement, extended assault, hidden units, smoke/illum, consolidation and excess initiative optional rules. We also utilized 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 a Movement Point (MP) per road hex, just like MOTORIZED units. Visibility was preset at only 2 hexes.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 or down slopes hexes. Ironically, the Germans drew a fine set of leaders, the attacking Poles not so much. Apart from the FOW rule, this set made for an exciting and simpler play-through

The, very gamey, initial session (game turns 1-8) featured an armored, German reconnaissance in force that was required to stay on the east-west road until taking a step loss in combat. So, a long column of German light tank platoons charged straight east down the road. It wasn’t long before a Pz-II unit was halved in Hex 5-1109 by Polish AT fire during the first game turn. At that point, swarming Jerry tanks quickly dispensed with the evil, dug-in AT gun platoon, but at the cost of another pair of Pz-II steps lost in a close assault, during the second game turn. Scrambling tank units moved rapidly in several directions seeking to locate defending Polish units on Map 4, in and around the 7-hex town of Gostycyn and adjacent woods. Other highlights included the elimination of a dug-in Polish mortar platoon, also by close assault and the loss of an additional step of overeager, Pz-II light tanks in the 3-hex woods on Map 5. Substantial German reinforcements were delayed the last 2 turns in this session. FIVE combat 7-die rolls were thrown, and the victory point tally was: 6 for the Poles, and only 2 for the Germans.

Our slightly delayed, second session (game turns 9-11) featured a frustrating - Jerry armor vs. Polish infantry - close assault in the woods on the northwest corner of Map 5, as well as the reinforcing Landser column arriving in trucks from the west edge of the battle map. Maneuvering German light tanks and infantry exposed themselves to potential AT emplacements north & west of Gostycyn, and found none. Probing German infantry established a 2-hex foothold on the west margin of Gostycyn as time expired with no additional losses except a Polish leader captured during Game turn 10.

The costly, third session (game turns 12-15) featured multiple, adjacent-hex firefights & urban close assaults amidst a virtual hailstorm of EIGHT combat 7-die rolls, and many other miserable, morale recovery & combat throws! The Jerry foothold in Gostycyn increased by an additional town hex at the cost of a junior leader. Step losses were now, 8 for the invading Germans and 6 for the Polish defenders. Combat in the far northwest corner of the battle map finally ended leaving an assortment of demoralized & disrupted German armor at the end of game turn 13. Both sides suffered initiative levels decreases, but the Poles continued to control the initiative rolls throughout this session.

Our frustrating fourth session (game turns 16-20) started with mass Polish morale recovery efforts and the slow tactical withdrawal making the Germans pay for every town hex. The dogged Poles managed to achieve a hard-fought minor victory by holding on in the center of Gostycyn and gamily moving into 3 road hexes on the very last turn! Final step losses were: 13 for the Poles and 11 for the Germans. The Germans threw FIVE combat-7 die rolls that contributed directly to their loss in this miserable scenario.

IMHO, this very gamey scenario merits a rating of 1 – and is most suitable for SOLO play. There were a total of 10 FOW-shortened game turns of the 18 played! This factor really helped the Polish defense.

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