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Overall Rating, 3 votes |
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2
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Scenario Rank: --- of 940 |
Parent Game | Deluge |
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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 |
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Inflict Enemy Casualties |
Surprise Attack |
Conditions |
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Reinforcements |
Scenario Requirements & Playability | |
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Broken Axis | Maps |
Deluge | Base Game |
Fire in the Steppe | Counters |
Introduction |
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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 |
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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). |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 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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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)
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Eternal Lie |
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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 |
Cavalry for Lunch! | ||||||||||||||
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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. |
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