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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Criminal Entry
Deluge #17
(Defender) Poland vs Germany (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for DelP017
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Deluge
Historicity Historical
Date 1939-09-01
Start Time 06:30
Turn Count 30
Visibility Day
Counters 78
Net Morale 1
Net Initiative 2
Maps 2: 4, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 178
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Scenario Requirements & Playability
Deluge Base Game
Fire in the Steppe Maps + Counters
Slovakia’s War Counters
Introduction

The German Eighth Army’s primary task was to protect the left flank of the armor-heavy Tenth Army. Its lone motorized formation, the Waffen SS Adolf Hitler Life Guard, advanced on the town of Boleslawiec to cover the 1st Light Division as it moved toward the Warta River crossings. In Boleslawiec awaited the 1st KOP Cavalry Regiment, a unit of tough border guards with long service on Poland’s eastern frontier now re-deployed to face the German invaders.

Conclusion

Polish anti-tank and machine guns promptly eliminated the SS militia’s armored cars and motorcyclists, throwing the rest of the Life Guard into confusion. Afraid to engage the Poles, the SS settled for an ineffective bombardment of the town with their battery of 75mm infantry guns. After some further skirmishing the cavalry left the town to the SS men, who celebrated their victory by murdering the civilian inhabitants, the first of a seemingly endless series of war crimes committed by the Life Guard.


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
Schutzstaffel
  • Motorized
  • Towed
Poland Order of Battle
Wojska Lądowe
  • Towed

Display Errata (3)

3 Errata Items
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(Shad on 2010 Dec 15)
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)
Overall balance chart for 1063

Taczankas are not susceptible to the 1 column shift during bombardment for shooting at loaded wagons.

(Shad on 2010 Dec 15)

Display AARs (1)

#17 - Criminal Entry
Author Juiceman
Method Solo
Victor Poland
Play Date 2023-03-01
Language English
Scenario DelP017

This scenario on paper was like a tune up game for a top ranked D1 football team who schedules a D3 school on opening weekend. The SS are clearly out matched, yes they have numbers but low morale and very poor leaders make for a bad combination, with that said the play thru was competitive but more to the luck of the dice or lack thereof, than anything else, doubt one could replay with same results.

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