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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Flying Carp
Deluge #20
(Attacker) Poland vs Germany (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for DelP020
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Deluge
Historicity Historical
Date 1939-09-02
Start Time 08:30
Turn Count 24
Visibility Day
Counters 128
Net Morale 0
Net Initiative 1
Maps 1: 102, 103
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 189
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Meeting Engagement
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Broken Axis Maps
Deluge Base Game
Fire in the Steppe Counters
Introduction

The second day of the battle for Mokra saw the Poles’ excellent defensive position outflanked, and they re-formed their line to the east. To help cover the retreat, they called desperately for air support while the panzers pushed forward to forestall them. After serious losses and panic in the ranks on the war’s first day, the command staff at 4th Panzer Division was determined to improve their performance on Day Two.

Conclusion

The Polish pilots knew the German column to be well-supplied with light anti-aircraft weapons thanks to reports from spotters on the ground, but pressed their attack anyway. Five of their PZL.23 “Karas” (“Carp”) attack planes were shot down over the German column while seven more crashed on landing due to battle damage, but they inflicted serious losses on the Germans; how serious is open to question. The German panzer division had been thwarted by Polish prepared positions, but showed the worth of mobility when the Poles could not fully occupy their new line before the Germans had driven in among them. That night the shaken Polish division pulled back again.


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
Poland Order of Battle
Wojska Lądowe
  • Motorized

Display Errata (3)

3 Errata Items
Scen 20

The victory conditions should specify that only good order, combat unit steps exiting the map may be counted for victory point purposes.

(treadasaurusrex on 2023 Dec 13)
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)

#20 - Flying Carp
Author Juiceman
Method Solo
Victor Germany
Play Date 2023-05-01
Language English
Scenario DelP020

Pursuit type scenario where the Polish forces are fighting a delaying action, they enter the game first from the west edge. A German motorcycle company supported by two platoons of sdKfz222s, has the potential to arrive from the same map edge two turns later but you will need to roll a 6 in order for them to arrive, which can give the Pols more time to organize a defense. Two turns after the recon force arrives the main body of the German reinforcements comes onto the map. Key for the Germans is control of the town on map 103 (4pts per hex) and 1pt per step exited off the east map edge while the Pols can get 2pts for each town hex and 15pts if they allow less than 12 German steps off the east edge. Both sides have the opportunity for air support which can be devastating to loaded transports like trucks or wagons. The Germans won a minor victory by 1 point.

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Flow Swiftly to the East
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants NBGB
Play Date 2023-12-27
Language English
Scenario DelP020

This was an action-packed & very fun, but lengthy. 8-session play-through with the determined & methodical, NBGB, leading the defending elements of the Polish 30th Infantry Division, and me leading forward elements of the 4th Panzer Division. Both sides drew decent sets of leaders, in this, our first play-through of The Deluge. We played with the FOW (beginning on game turn 13), consolidation, smoke/illum, extended assault, strategic movement, and excess initiative optional rules. In addition, we used the following 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, 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 or down slopes hexes.

The initial session (game turns 1-2) began with the large, Polish force steadily entering from the west edge of the battle map along the main east-west road. During the second game turn. there was a semi-successful, German Ju-88 air strike on a pair of limbered wagon units on the road that resulted in a disruption of one of the wagon units and its towed 75/97 field gun. The Poles setup an exposed rearguard position and began digging in personnel & AT gun units during the second game turn as the bulk of their force continued moving east, and/or deployed to the woods surrounding the road.

Our second session (game turns 3-7) featured the continued gradual Polish migration under overwatch & with rearguards in-place in the general direction of the 5-hex town of Mokra on Map 103. The bulk of the German combined arms reinforcement entered the battle map from the north on game turns 6 & 7, while other thrusts appeared from the west & southwest, as well as in support of the reduced, recon battalion that was already on the map in the south margin of Map 102. Combat losses totaled a single step for each side, and the victory point tally was 11 for the defending Poles and a mere 1, for the widely-deployed German task groups. The Poles swiftly moved to strengthen their rearguard positions in the west & southeast portions of Map 102.

The fun-to-play, 3rd session (game turns 8-9) featured effective Polish rearguard & overwatch action across the board, and the continued migration of their forces in the direction of the 5-hex town of Mokra. The German thrust in the west edge of the battle map made limited progress with the Poles conducting a successful tactical withdrawal to the east. In the south, the reinforced German recon company made very little progress against stubborn defenders as they moved into decisive engagement range on the southernmost 20-meter hills on Maps 102 & 103. A highlight in this sector was the elimination of an over-eager, German SK222 armored car platoon by close range, AT rifle fire during a hilltop assault hex. In the north, a column of German light tanks were able to exit the east edge of the battle map and a company of Pz-II tanks accompanied by a few infantry platoons began closing on the north margin of Mokra. Step losses were; 7 for the Poles, and 3 for the advancing Germans. The updated victory point tally was 13 for the defending Poles and 19 for the widely-spaced Germans, thanks to the east edge exit of 12 steps of Pz-I light tanks (3 platoons). A combined NINE combat 7-die rolls were thrown.

Our exciting, fourth session (game turns 10-11) consisted of widespread maneuver & fierce fighting in the same three areas, as the Poles continued their extended & skillful, fighting withdrawal to the eastern portions of the battle map. In the west, German infantry pushed slowly forward on both sides of the east-west road and eliminated the 2 Polish mortar platoons through a combination of close assault with the remaining SK222 recon platoon and long-range direct fire. In the north, landser infantry and Pz-II tanks continued to spread out and get into decisive engagement range on the northern margins of Mokra on Map 103. The Polish garrison began concentrating into 3-stacks within the 5-hex town. They caused the first German adjacent-hex advance to collapse on itself. In the south, the Germans managed two successful close assaults in the hills and woods and also recovered morale for several units. Step losses were now; 6 for the Germans, and 16 for the hard-fighting Polish defenders, resulting in lowered initiative levels for both sides. In addition, there were a combined SEVEN combat 7-die rolls thrown. The victory point tally was now at 16 for the embattled Poles, and 26 for the German invaders.

The entertaining fifth session (game turns 12-13) featured a spirited Polish infantry counterattack just east of Mokra against a pair of Pz-II platoons in light woods, that resulted in the loss of a light tank step. Back-and-forth, adjacent- hex fire fights on the north & west margins of Mokra continued with multiple morale failures & recoveries on both sides. In other sectors; the Poles mounted a second counter attack on the German observation post on the 20-meter hill in the NW quadrant of Map 103, while Axis infantry finally cleared both the 3-hex, 20-meter hill in the SE quadrant of Map 102, and the woods immediately west of the 1-hex town on the same board. A handful of additional German units exited the east edge of the battle map. The step loss tally was now 6 for the Germans, and 16 for the Poles at the end of this session. Polish initiative fell an additional level, and the updated victory points were now: 32 for the German side, and 24 for the hard-fighting Poles. A combined THIRTEEN combat 7-die rolls were thrown!

Our wild sixth session (game turns 14-16) featured a series of ferocious adjacent-hex firefights & close assaults in 2 key areas of the battle map. The fighting around Mokra turned deadly for the attacking German infantry who began to falter, and the courageous Polish counter attack east of town pushed back, and decimated a company of Pz-II tanks, thereby securing the south & east margins of Mokra. Fierce fighting atop the nearby 20-meter hill continued in close assault mode as additional Polish troops reinforced the attackers. The final three Polish air strikes were successfully conducted, and a single Luftwaffe strike in game turn 15 was also effective, as was a portion of the Germans OBA fire that eliminated a French 75 platoon in Mokra. Miraculously, the German observation post atop the 20-meter hill continued to hold out. The Polish garrison in the 1-hex town on Map 102 was slowly surrounded on 3 sides, but was able to hang on. The updated step losses were now: 22 for the Poles and 13 for the Germans. The latter, resulted in the loss of an initiative level. Other areas of the battle map were alive with widespread migration east of both sides’ remaining forces. The victory point tally stood at around: 31 for the Poles, and 46 for the stumbling Teutonic horde.

The seventh session (game turns 17-19) featured some wild maneuvering, and included a convergence of both sides’ wagons and trucks passing each other in the same hex! Step losses in multiple adjacent-hex firefights were; 4 to the surging Germans, and 3 for the Polish defenders in Mokra, and in the 1-hex town on Map 102. No additional Axis combat units were able to exit the map in this session, and German OBA was mostly ineffective as were two more Luftwaffe airstrikes on the garrison in Mokra. The Concentration of Axis forces to decisive range around Mokra and other positions continued unabated, while the Poles continued their long streak of excellent morale recovery rolls. A combined total of EIGHT combat 7-die rolls were thrown. The updated victory point tally was now: 36 for the Poles, and 49 for the German side.

The final session (game turns 20-23) featured the continued German migration east across the map to exit units. No town hexes changed hands as the Poles stubbornly-held both towns on the battle map. By mutual agreement we decided to end the game as a German major victory at the start of game turn 23. The final step losses were 27 for the defending Poles, and 20 for the Axis side. The final victory point tally was 39 for the Poles and 67 for the Germans. There were only 5 FOW-shortened game turns.

I give this rather gamey & slightly unbalanced, but fun-to-play, scenario an enthusiastic rating of 4, and recommend it for SOLO play only. Also, the Germans were able to score a pair of victory points be exiting a single step of Pz-II tanks that left the map in demoralized status. The victory conditions should specify that only good order, combat unit steps exiting the map may be counted for victory point purposes. I have added this to the PG-HQ errata file.

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