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Overall Rating, 4 votes |
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3.5
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Scenario Rank: --- of 940 |
Parent Game | Deluge |
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Historicity | Historical |
Date | 1939-09-03 |
Start Time | 06:00 |
Turn Count | 36 |
Visibility | Day |
Counters | 154 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 3: 1, 3, 4 |
Layout Dimensions | 84 x 43 cm 33 x 17 in |
Play Bounty | 203 |
AAR Bounty | 159 |
Total Plays | 3 |
Total AARs | 3 |
Battle Types |
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Bridge Control |
Inflict Enemy Casualties |
Meeting Engagement |
River Crossing |
Road Control |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Deluge | Base Game |
Fall of France 1 | Counters |
Fire in the Steppe | Maps + Counters |
Introduction |
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Despite the fierce resistance offered by the Wolynska Cavalry Brigade on the war’s first day, the Polish Army Lodz could not counter German mechanized mobility. As the position along the Warta crumbled, Army Lodz commander Juliusz Rommel sent his three second-echelon divisions forward in a desperate attempt to plug the gaps in his line. On the right flank of Army Lodz the 28th Infantry Division, just a week removed from its mobilization, marched to meet the left wing of the German 10th Army’s advance. |
Conclusion |
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The 1st Light Division had almost as many tanks as a true panzer division, and over half of them were real tanks – Czech-made Pz 35t light tanks and German-made Panzer IV medium tanks – rather than the poor-quality light tanks that dominated the German tank park in 1939. Without the benefit of prepared positions, the Polish division’s lead regiment was roughly handled and the Germans snatched crossings over the Warta before the Poles could stop them. After only a few hours of fighting the 28th Infantry Division was falling back in disarray and the Warta Line had been breached. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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Scen 21 |
In the German Order of Battle, the fourth item in the left column should be "3 x 35tA". (rerathbun
on 2021 Jan 12)
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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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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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Deluge #21 - Rommel’s Response |
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All of the fighting was on map 3, in and around the town, the woods and bridge. The Pols were able to get some troops into the town and woods supported by two batteries of ATGs but the bulk of the Polish forces dug-in on the east side of the river straddling the road. The Germans had a tough time at first clearing the town as the Pols fought hard to keep it, meanwhile a flanking force of German infantry, the engineers supported by the PzIIs and PzIVs tried to cross the river north of the bridge but Polish artillery and mortar fire disrupted the crossing, luckily for the Germans the scenario is 36 turns. In the end the Germans won the step battle, captured the bridge but failed to clear the E-W road. |
0 Comments |
Take the Bridge & Control the Road, Colonel! | ||||||||||||||
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This was a wildly-fun & exciting 8-session play-through play-through with the redoubtable & calculating, NBGB, commanding elements of Poland’s newly-mobilized, 28th Infantry Division, on the defensive and moving-to-contact from the East. I led combined arms elements of the attacking German 1st Light also moving-to contact, but from the west. The Germans had a trio of objectives: 1) seize & holding a key bridge across the Warta River, 2) inflict more casualties than are sustained, and 3)control the east-west road. We made minimal use of the FOW (beginning on game turn 18), but did utilize the consolidation, extended assault, smoke/illum, strategic movement and excess initiative optional rules. Both sides drew middling sets of leaders, with the Germans having an advantage with more morale modifiers. In addition, we used these 2 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, across, or down slopes hexes. These house rules improved both sides’ mobility and added to our enjoyment. The initial session (game turns 1-3) featured opposing movements-to- contact from either side of the battle map, with the light tanks & Landsers of the Reich moving a faster & seizing the vital bridge across the Warta on Map 3. Axis troops came on in two wings, a weaker one on the left (north), and the combined arms, main effort down the east-west road in the center. Highlights included the destruction of a probing German Pz-38T tank platoon by close assault on the NW margin of the south woods on Map 3, as well as a pair of unexpectedly lucky Axis OBA concentrations that eliminated a fiendish 37mm AT gun platoon and an HMG platoon caught in the open on the road. At session’s end, both the victory points & step loss tallies were tied at 4 apiece. Both sides suffered a one level reduction in initiative on this third day of World War 2, and the stage was set for a brutal series of adjacent-hex firefights and close assaults as the surging Germans pushed across the Warta River in battalion-strength. Our action-packed, second session (game turns 4-6) was a grim one for the attacking German horde with another 7 steps lost – plus a leader – to only 3 casualties for the defending Poles. Highlights included: multiple adjacent-hex firefights & 4 combined-arms close assaults in the central portion of the map along the road. The Axis only prevailed in one close assault. There were some exceptional Polish OBA concentrations that resulted in the elimination of an entire platoon of Landser infantry. Misdirected Polish artillery accidentally eliminated half of a friendly infantry platoon during the 6th game turn. The left flank wave of German units finally reached the Warta and slowly began Pioneer-assisted crossing operations. Both sides had decent luck in morale recovery efforts and a combined FOUR combat 7-die rolls were thrown this session. No addition Polish troops entered the map this session. The fast-paced & costly, third session (game turns 7-8) featured both sides coming into decisive engagement range and a series of adjacent-hex firefights & close assaults. Highlights of the fierce fighting included: an armored German right flank lunge at the emplaced Polish batteries behind the south forest on Map 3; the delayed, slow-motion crossing of the Warta by the left flank German pincer; and four simultaneous close assaults on the NW margin of the forest, and on the main road. Four Polish steps were lost, and an additional two platoons of Landser were eliminated, as the Poles rapidly deployed a second battalion from their off-board reserve. The revised step loss tally was now: 11 & 2 leaders for Poland, and 10 & 1 leader for the attacking Germans, resulting in initiative level reductions for both sides. Between us, a total of NINE combat 7-die rolls were thrown this session. Our very costly, but fun-to-play, fourth session (game turns 9-10) featured the loss of a combined 21 combat unit steps in ferocious fighting! Overall step losses this session were: 21 for the Poles and 17 for the invading Jerries. This caused both sides’ initiative to plunge to zero as the momentum slowly began to shift to the Poles. An entire German company of infantry had now been lost trying to push the Polish force back down the road and into the south woods. The last of the Landser infantry finally crossed the Warta north of the bridge. Vigorous Polish counter attacks in the south woods resulted in the halving of a pair of German tank platoons as the dogged Poles slowly traded ground for better positions on the center and southeast margins of Map 3. Temporarily, the Third Reich could claim a minor victory had the game prematurely terminated at the end of this session. This was not to be case for very long . . . The bloody, fifth session (game turns 11-12) featured fierce fighting and mounting step losses for both sides. In all, another 14 steps, plus a Polish leader were eliminated The now-trudging German advance continued in the face of dogged resistance, as the defenders consolidated a new defensive line. The Poles had the initiative on both of this session’s game turns, which helped their tactical withdrawals & consolidation effort. This redeployment was enhanced by some excellent morale recovery die rolls, and the virtual collapse of the German central thrust adjacent to the south woods. The overall step loss tally was now: 27 for the Polish defenders and 23 for the Third Reich. A minor Polish victory was now coming into focus as the defenders reduced their perimeter and concentrated their firepower on a narrower front. A combined SEVEN combat 7-die rolls were thrown this session. Our close-assault-heavy, sixth session (game turns 13-14) was focused on the continued, German advance to the east, as well as multiple-adjacent hex firefights on the road, and the nearby forest. Step losses this session were: 8 for the embattled Poles, plus a leader; and another 3 for the Teutonic horde. The Polish side lost a pair of mortar platoons and another 37mm AT gun unit to adjacent-hex fire, and accurate OBA, respectively. By session end, the total casualties, were 26 steps lost for the Third Reich and 35 for Poland. At this moment – nearing the mid-point in this long scenario – the possibility of a draw began to emerge – considering the heavy casualties among the German’s crucial infantry force (4 complete platoons, plus an HMG unit in the graveyard, so far) and the unexpectedly high number of Polish losses this session. The Teutonic horde made a brilliant multi-hex, combined arms attack in the woods that might be the game winner. By dint of great positioning and judicious use of multi-hex activation & maximizing the firepower table to squeeze out every bit of firepower, the defenders in the woods were torn to shreds. That’s how you play this game! Only a combined FOUR combat 7-die rolls were thrown this time. The costly, seventh session (game turns 15-16) was a very grim one for the defending Poles as revealed by the updated step loss tally of: 44 for the Polish force, and 28 for the German side. Fierce fighting continued in 5 close assault hexes as the Jerry vice tightened in the vicinity of the road and further constricting the Poles adjacent to the east edge of the forest. Two additional steps of Pz-II light tanks were lost in the dense forest to close-range Polish AT fire, while other close assaults and adjacent-hex firefights raged on the north margin of the woods. By the end of the session, there were 14 Polish infantry platoons in the graveyard, along with 3 HMG & three 81mm Mortar units. Regrettably, the Polish side threw THREE combat 7-die rolls this time around. During the eighth session (game turns 17) we encountered significant online & module-related issues. By mutual agreement we decided to call the game and declare a German minor victory since they were in control of the bridge and had inflicted significantly more casualties that they has sustained. This was an over-long scenario that probably this should not be more than 23-25 turns in length. It was also a relatively gamey scenario, although suitable for both SOLO & SHARED play. I give it an enthusiastic rating of 4, and would have scored it as a 5, but for the excessive gaminess of the victory conditions that basically eliminate the possibility of major victory for either side. |
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0 Comments |
Hold Firm on the Warta! | ||||||||||||||
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This was a wildly-fun & exciting _-session play-through play-through with the intrepid & resourceful Schoenwulf, leading elements of the attacking German 1st Light Division in a combined arms. movement-to-contact from the west. I led the bulk of the Poland’s newly-mobilized, 28th Infantry Division, on the defensive and also moving-to contact, but from the west map edge. The primary objectives for both sides was 1) to seize & hold the key bridge across the Warta River, and also control the east-west road in this 3-map area. Both sides drew excellent sets of leaders, the Germans had slightly better luck. We used the FOW, consolidation, overrun, smoke, strategic movement and excess initiative optional rules. In addition, we used these 2 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, across, or down slopes hexes. These house rules improved both sides’ mobility and game simplicity. The action-packed, initial session (game turns 1-2) featured large-scale, opposing movements-to-contact from either side of the battle map, with the Poles streaming west across the Warta, establishing a strong garrison in the 5-hex town on Map 3. Meanwhile, the light tanks & Landsers of the Reich quickly moved east in 3 large masses with their armor probing ahead on either flank, taking maximum advantage of the strategic movement optional rule. The Poles began digging-in across the Warta on the east bank of the vital bridge hex (3-0909) and in adjoining rode hexes. Our high-maneuver, second session (game turns 3-4) featured first blood drawn by German OBA that clobbered an AT gun unit on the west edge in the 5-hex town. An adjacent Polish AT unit managed to inflict a 2-step loss to an over eager Pz-IVE in the southern half of the battle map. The German approach has bifurcated into a northern (left flank) combined-arms operation, and an infantry-heavy central push in the direction of the town. Both wisely took advantage of local forests for limited cover & concealment. The rather tedious, third session (game turns 5-7) featured another handful of step losses for both side thanks to effective OBA as sighting ranges opened up. The left flank German approach, led by scouting light tanks drew up to the west bank of the Warta in the north. In the south, the right flank Teutonic horde lurched forward into the central woods, while scrambling Poles continued reinforcing their positions along the east-west road. Our entertaining fourth session (game turns 8-9) featured a continued slow advance by the German left flank force as the Teutonic horde edged closer to both the central forest north of the town and the Warta. Only a single step loss was recorded in this session when a 3rd Polish AT gun platoon was eliminated by accurate Jerry OBA. Some overeager Boche tanks became demoralized in firefights across the Warta that slightly slowed the onrushing Wehrmacht horde. The longish, fifth session (game turns 10-11) featured a single Boche step loss, in contrast, the unlucky Poles lost a mortar platoon and a leader in the woods to accurate OBA. The leading edge of the left flank wave of German units finally reached the Warta in the north margin of Map 3. In the center, large German combat stacks made slow progress in the woods, and initiated several adjacent hex firefights with armored support. Additional Polish units moved into the same woods on the west side of the Warta. The Poles managed to throw four combat 7-die rolls at crucial points, while the Germans maintained the initiative throughout this session. This was not a happy session for the embattled Poles. Our fast-paced, sixth session (game turns 12-14) again featured minimal casualties for the Third Reich, and heavier casualties for the Polish defenders. During the 14th game turn, the first Teutonic invaders were assisted across the Warta on the north margin of the battle map. Excellent German OBA once again characterized the session resulting in the loss of another platoon of Polish AT guns in the town. The updated step loss tally was now: 6 for the surging Germans and 10 for the Poles, resulting is the reduction of initiative level for both sides. Unexpectedly there were only a combined THREE combat 7-die rolls thrown this session. The seventh session (game turns 15-16) once again featured minimal casualties for the Wehrmacht, and heavier casualties for the Polish defenders, who suffered a reduction initiative level during the 16th game turn. More Germans troops crossed the Warta in the north, and the bloody stalemate in the woods north of the town continued on the river’s east bank. Our, oddly-bloodless, eighth session (game turns 17-18) featured First World War-like fighting in the large wood north of the town on the west back of the Warta, while more German troops and their first tanks successfully crossed the river in the north. Both sides lost a step each, and another Polish leader was lost this session. The high morale Jerries dropping one initiative level, as well. At just past the halfway mark, significantly more than half of the advancing German force was still not engaged in combat with the Poles. The contentious ninth session (game turns 19-21) was a costly one for both sides with 3 additional steps lost by the embattled Poles, and 5 lost by the surging Boche, who also fell one level of initiative. The bloodiest ground was in the woods with some lucky Polish opfire and accurate artillery strikes, as the Germans continued their well-sequenced, combined arms assaults. The heavily armed German Kampfgruppe across the Warta spread out and began quickly moving south, menacing the dug-in Poles on the road. Our intense, tenth session (game turns 22-24) was very messy, with 9 German, and 2 Polish steps lost as the Wehrmacht force on the east side of the Warta advanced south and came to grips with the dug-in Poles lining the east-west road. Game turn 23 saw the Germans in the south begin to emerge from the SW woods and begin to menace the Polish garrison in the town and defending the vital bridge hex. Unexpectedly, the Poles had good luck in close assaults and bombardment attacks this session, slowing the onrushing Landsers and their supporting armor. The slightly delayed and costly eleventh session (game turns 25-27) was grim for both sides with a combined 23 steps lost (9 Polish & 14 German) in heavy fighting on both sides of the Warta. West of the river, a German attempt to overwhelm the bridge defenders with an unsupported, armored thrust was turned back with heavy casualties. A bloody stalemate in the remaining two close assaults in the forest north of the town continued with both sides losing additional infantry units. East of the Warta, the German tide drew into decisive range of the crucial road, and began a series of close assaults and adjacent-hex fire fights. The updated victory point tally was around 38 points for the struggling Poles, and 28 for the rapacious Boche. Our bloody 12th session (game turns 28-30) featured continued heavy fighting in the north “attritional” woods, generally miserable die rolling from the Poles, and the destruction of the last remaining Polish AT gun platoon. Fierce fighting on the east side of the Warta at various points on the road continued. Step losses this session totaled: 5 for the struggling Poles, and 8 for the German invaders. The Jerries continued their Quixotic close assault on the farthest eastern road hex on the battle map, which turned into a serious attritional fight when reinforcing Poles arrived during game turn 30. The updated victory point score were now: 48 for the slightly resurgent Poles, and 28 for the rapidly-depleting Jerries. The chances of the Poles securing at least a minor victory, marginally improved this session. The thirteenth session (game turns 31-33) was much less bloody that the last several as the Germans were again thwarted in the woods and on the eastern segment of the main road. Victory points score: 50 for the Poles, and 29 for the Germans. Both sides conducted a fair amount of morale recovery to refit for the final hours of battle. The chances of the Poles securing at least a minor victory, significantly improved this session. The 14th session (game turns 34-36) featured a gracious concession by my esteemed & honorable opponent at the start of game turn 36, resulting in a major Polish victory. This was a bloody session with an additional 4 steps lost by the Poles, and 6 more by the Wehrmacht. The final step loss totals were: 57 for the defending Poles and 34 for the very tough German side. In all, there were 15 FOW-shortened game turns of 36 played. Having now played this gamey scenario on the Polish side – with a skilled opponent – I give this one a rating of 3 in shared play. The victory conditions need a rewrite. It was an excessively long, somewhat boring & predictable scenario, that IMHO is best suited for SOLO play only. |
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