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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The Eternal Lie
Deluge #12
(Attacker) Poland vs Germany (Defender)
Formations Involved
Display
Balance:



Overall balance chart for DelP012
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Deluge
Historicity Historical
Date 1939-09-01
Start Time 15:00
Turn Count 16
Visibility Day
Counters 41
Net Morale 0
Net Initiative 3
Maps 1: 102
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 158
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Surprise Attack
Conditions
Reinforcements
Scenario Requirements & Playability
Broken Axis Maps
Deluge Base Game
Fire in the Steppe Counters
Introduction

On the northern end of the line in the so-called "Polish Corridor" of West Prussia, the Pomorska Cavalry Brigade faced heavy attacks by German mobile units. Taking half of his regiment on a wide flanking attack, Col. Kazimierz Mastelarz surprised a German battalion sitting down to dinner.

Conclusion

Acting as though they were not in the middle of a shooting war, the German infantrymen carried on with their summer camp routine. Mastelarz's men rode down many of the Germans, but armored cars from the divisional recon battalion arrived just in time to prevent the German battalion’s annihilation. The colonel and 20 of his troopers were killed in action, and the Germans proudly showed their corpses to Italian war correspondents, claiming that the foolish Poles had launched a saber charge against tanks. A myth would spread from this incident, one that still surfaces on occasion (including the cover of our book, a contemporary Polish take on the legend).


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.
  • 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.

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Poland Order of Battle
Wojska Lądowe
  • Foot

Display Errata (2)

2 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 691

One unit of Polish Calvary from White Eagles has a printed movement of 5, it should be 6 like the rest.

(garbare83686 on 2023 Aug 13)

Display AARs (2)

Eternal Lie
Author Juiceman
Method Solo
Victor Germany
Play Date 2021-07-18
Language English
Scenario DelP012

The Germans have just settled down to have some Schnapps & Wienerschnitzel after a tough day of campaigning, when several squadrons of Polish Cavalry appear out of nowhere heading at a full gallop towards the officers sitting down for dinner. As the Polish cavalry neared the closest German officer hex they broke into a charge and quickly dispatched a dazed lieutenant, along with destroying several trucks, but as fate would have it (& the dice) the rest of the German officers would scramble north towards the safety of their leaderless infantry platoons with the Polish cavalry in hot pursuit but they ran into unexpected heavy fire from a couple of German infantry platoons supported by two HMGs.

In the end the Polish Cavalry managed to eliminate 9 German steps, mostly trucks, but suffered heavy losses, 7 steps, not enough of a difference to give them a victory.

0 Comments
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Cavalry for Lunch!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Schoenwulf
Play Date 2024-03-25
Language English
Scenario DelP012

This was a 3-session play-through with the undaunted & gracious Schoenwulf, commanding elements of the attacking Pomorska Cavalry Brigade. I led the disorganized & lower-morale, defending elements of the German 20th Motorized Division caught unawares at lunch on Map 102. The FOW, consolidation, extended assault and excess initiative optional rules were used in this play-through. We also utilized this logical 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. Unfortunately. we did not use the extended assault rule.

Both sides drew decent sets of leaders and the scenario instructions required that the Germans squeeze into two circumscribed starting positions on the battle map. One for all the truck & leaders, and another that includes a 1-hex village, for the combat units.

The exciting initial session of this scenario (game turns 1-7) quickly began to look like a typical, untested and poorly designed mess, Then, the first Polish formation was spotted by the Germans, as it moved south along the west map edge as a second Polish probe appeared north of the village. A marauding Polish cavalry troop snatched up an errant German truck as the scrambling Landser leaders made for the village in hopes of creating a safe parking place for the surviving fleet of trucks, by the end of the 2nd game turn. Relatively light casualties accompanied the balance of this session as the high morale Poles played a cat & mouse, hit & run game around the wooded sections of the map – north, south and east of the village and the rapidly assembling Axis truck park. Unexpectedly, the Poles chose to launch a multl-turn close assault in mixed terrain southwest of the village. The formations engaged in the vicinity were closely matched and a seesaw-like close assault festival ensued, which was to drag on for many turns. Luckily for the Germans, a company of SD 222 armored cars arrived on the battle field during the 3rd game turn. This reinforcement allowed a bit more mobility for the Germans as they were slowly compressed into the immediate vicinity of the village, thanks primarily to repeated morale failures in both adjacent-hex firefights and the all-consuming close assault. Step losses were close at the end of the session with 3 lost be the Poles, and 2 for the German side. The victory point tally was a 2½ for the Poles, and 3 for the Germans.

Our fun-filled & quick moving second session of this rather gamey scenario (game turns 8-10 ) featured many moral recovery rolls for both sides, and great luck for the Germans in initiative rolls and close assault. It also featured a courageous, and well-timed, Polish cavalry charge that resulted in two German platoons being pinned in place, while a bevy of trucks were forced to flee the hex. Polish casualties were heavy this session with 3 more steps lost as well as a pair of leaders in close assaults south of the 1-hex village. The Polish force spread out looking to setup another cavalry charge south of town aimed at a pair of over-eager, German armored car platoons pinned in a close assault the agricultural field south of the village. Time would tell if this brave move would work out for the surging Poles . . .

The third session of this scenario (game turns 11-13) was our last as the Poles were forced to concede when their last leader was eliminated in a close assault and there were only 3 Polish steps remaining on the battle map. Step losses were 13 for the scrambling Poles and 2 for the embattled Landsers. The final victory point tally was 13 for the defending Germans, and 3 for the attacking Poles. There were 6 FOW-shortened game turns of the 13 played.

This unplaytested encounter was a bit of a stinker, masquerading as a fun-to-play, high-mobility encounter. While we did enjoy playing it, I give it a generous rating of 1 and recommend it for SOLO play only.

1 Comment
2024-03-25 18:31

Kinda thinking extended assault is a necessity when you are playing with Cavalry....

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