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
Errors? Omissions? Report them!
Bron Pancerna
Deluge #22
(Defender) Poland vs Germany (Attacker)
Formations Involved
Germany 1st Panzer Division
Poland 2nd Light Tank Battalion
Poland Wolynska Cavalry Brigade
Display
Balance:



Overall balance chart for DelP022
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
1.67
Scenario Rank: --- of 940
Parent Game Deluge
Historicity Historical
Date 1939-09-04
Start Time 13:30
Turn Count 28
Visibility Day
Counters 81
Net Morale 0
Net Initiative 1
Maps 2: 103, 3
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 177
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Broken Axis Maps
Deluge Base Game
Fall of France 1 Counters
Fire in the Steppe Maps + Counters
Introduction

Gen. Juliusz Rommel of Army Lodz had stripped away the 2nd Light Tank Battalion, with Poland’s best tanks, away from the 10th Mechanized Cavalry Brigade to serve as part of his army’s reserve. With the Germans steadily pushing back the hard-fighting Wolynska Cavalry Brigade, Rommel sent his tanks forward to counter-attack along with the cavalry brigade’s motorized rifle battalion.

Conclusion

The Polish tanks had better guns and armor than the nearly-useless German light tanks but the battle ended with just nine German tanks lost against two Polish machines. The Germans had been delayed but not stopped. Overnight the Polish Army’s other independent tank battalion arrived and on the next day the Poles would try another armored counter-attack.


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

Display Errata (1)

1 Errata Item
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)

Display AARs (1)

Get Crushed Trying to Hold on in Map 103
Author treadasaurusrex (Poland)
Method VASSAL
Victor Germany
Participants NBGB
Play Date 2024-03-21
Language English
Scenario DelP022

This was a pleasant & fun 3-session play-through with the bold & daring NBGB, commanding elements of the German 1st Panzer Division attacking across a minor river (the Brda?). I led the defending Poles of the Wolynska Cavalry Brigade, supported 2nd light Tank Battalion. We used with the FOW (beginning on game turn 15), extended assault, smoke/illum, consolidation, strategic movement, tank riders and excess initiative optional rules. Both sides drew decent sets of leaders, and my gracious opponent allowed the Poles to begin the game in hidden mode. 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.

The action-packed, initial session (game turns 1-6) featured a methodical German movement to contact in the center, with infantry probes out front looking for hidden Polish positions. The defenders began madly digging-in wherever they could and popping off the occasional ineffective oppfire as the Germans crossed the minor river and entered Map 103. By session’s end, the Poles had lost 2 steps of light tanks in an attempt to delay the inevitable and reduce German observation by combined arms, close assault. German armor began appearing from the east edge of the battle map on the 6th game turn. A combined FOUR combat 7-die rolls were thrown this session.

Our costly & exciting second session (game turns 7-11) featured heavy casualties on both sides beginning with a successful long-range AT ambush that resulted in the loss of the first German Pz-I light tank platoon in the southern Margin of Map 3. This was to be one of the very few Polish highlights this session, as the Germans pushed steadily to the east and brought the bulk of their armor over the river in a broad left flank movement across the northern half of the battle map. Axis OBA was finally able to eliminate the single Polish 81mm mortar platoon, and a well-led Landser close assault in the trees destroyed the Poles evil, AT gun platoon. The thrust of the German attack slowly veered to the left, and a combined arms, Polish counterattack in the center collapsed in the face of very effective adjacent-hex direct fire and AT crossfires. The Germans threw excellent combat, morale recovery and opportunity fire die rolls for virtually the entire session. By the end, the step loss tally was now: 16 for the struggling Polish defenders, and only 7 for the German side. Both sides lost a stage of initiative in the 9th game turn, and the Polish level fell again in the 11th. The revised victory point totals were: 17 for the Poles, and 16 for the surging Germans. Only a combined FOUR combat 7-die rolls were thrown, but all came in key situations to the dismay of the defending Polish side.

The thrilling & unpredictable third session (game turns 12-17) featured a great deal of maneuver and many complex decision points for both sides, but particularly in connection with the fighting withdrawal of the Poles back to the town. The PG Fates were on the side of the Third Reich, today, as their die rolling was excellent, particularly as regards combat and morale recovery. The landsers and their fast moving tanks maintained considerable pressure on the retreating Polish force, while moving two complete columns of light armor off the east map edge, and avoiding the town all together. The step loss tally ended at: 10 for the Germans, and 29 for the hapless Poles. The final victory point totals were: 53 for the victorious Germans, and 20 for the defending Poles. A major Axis victory that was conceded by the Polish side during game turn 17 when it became apparent to both players that the battle was lost.

This was a massively gamey, unnecessarily long, and not properly play tested scenario that is a very hard pull for the sparsely-equipped Polish defenders. The Poles should be allowed to dig-in at the start and to have all units begin in hidden mode, to make this a bit of a challenge for the surging Germans. It was fun to try out the Polish light tanks, but they proved to be of limited use, and not a real match, once the Axis force was completely deployed in echelon. We give this one a genero.us 1, and recommend it as best suited for SOLO play, or perhaps as an introductory scenario in shared play.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.533 seconds.