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Overall Rating, 3 votes |
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3.33
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Scenario Rank: --- of 940 |
Parent Game | Deluge |
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Historicity | Historical |
Date | 1939-09-02 |
Start Time | 07:00 |
Turn Count | 24 |
Visibility | Day |
Counters | 44 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 2: 102, 6 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 166 |
AAR Bounty | 165 |
Total Plays | 2 |
Total AARs | 2 |
Battle Types |
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Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Broken Axis | Maps |
Deluge | Base Game |
Fire in the Steppe | Maps + Counters |
Introduction |
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To the south-east of the Polish counter-attack at Mikolow, the 55th Reserve Infantry Division likewise struck back against the invaders at Tichy. The second-line Polish division lacked the howitzers of the neighboring 23rd Infantry Division, but they had the support of armored train Number 54 "Grozny" ("Sinister") and its full allotment of rail-capable tanks and assault troops. |
Conclusion |
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The train's assault platoon suffered heavy casualties from enemy machine gun and mortar fire, but the assault itself was considered quite successful as the Germans were driven back from their forest positions around Tychy. The train's commander, Capt. Jan Rybczinski, was killed while commanding one of its rail-equipped tankettes, however, and Army command ordered the train to move into a reserve position out of the front lines. |
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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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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Deluge #30 - Sinister Rails |
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The Polish National Guard troops (On) struggled all game, they were easily disrupted and demoralized by the German OBA, mortar and HMG fire, but the armored train and Draisine’s kept the game interesting for the first three quarters of this scenario. Then the train was knocked out and it was all downhill from there for the Pols. This might not happen in your play through but this one unit, the Polish train & to a lesser degree the Draisine's single handedly held up the German advance. |
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Strike and Fail to Liberate Tichy! | ||||||||||||||
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This was a 4-session play-through with the able & resourceful NBGB, commanding elements of the German 28th Infantry Division defending in the woods north of the 1-hex hamlet of Tichy. I led the counter attacking, but green, Poles of the 55th Reserve Infantry Division, and their pet armored train: Grozny, number 54. We used with the FOW, smoke/illum, consolidation, strategic movement, tank riders and excess initiative optional rules. Both sides drew decent sets of leaders and we used raised, railroad embankment terrain for the crucial rail line. The initial session (game turns 1-7) featured a long Polish movement to contact mostly in the woods on Map 6 to be able to use strategic movement. A single Polish leader was eliminated by accurate German opportunity fire, as the Poles broke out of the trees and into two converging thrusts on either flank of the rail line. The armored train fired repeatedly and accomplished nothing once it drew into artillery range. This was the same story for the pair of Polish draisine units that attempted to provide overwatch support for the scrambling right flank reservists as they pushed into decisive engagement range on the western 20-meter hill on Map 102. The Polish left wing became a holding force seeking to attract a higher proportion of German troops away from Tichy and the north-south rail line. This hope was not to be fulfilled. Our second session (game turns 8-12) featured the Poles overrunning half of the 2-hex, 20-meter hill to the west of the highway on Map 102, and the first casualties of this play-through. Close range clashes in adjacent-hex firefights and a couple of close assaults began pushing the Jerries back slowly, though the Polish attempt to flank on the east side of the rail line was temporarily thrown back by the halving and demoralization of 3 Polish infantry platoons. Beginning game turn 10, the Germans began a methodical, tactical withdrawal to the south keeping one step ahead of the battered Poles. At this stage, the step loss tally was: 4 for the determined Jerry defenders, and 3 for the slowly encroaching, Polish force. A combined SEVEN combat 7-die rolls were thrown by the players. The action-packed, third session (game turns 13-16) was characterized by the continued, skillful retreat of the German force in the woods east of the rail line, who managed to stay one step ahead of the somewhat disorganized, Polish left flank attack. Multiple adjacent-hex firefights broke out on both sides of the rail line, while a single close assault continued on the 20-meter hill, as the dug-in German defenders held their ground in the face of repeated Polish bayonet & grenade close assaults. Closer to the village of Tichy, a pair of probing Polish columns approached from both flanks at a cost of another step loss & demoralization for the Poles. A frustrating, FIVE combat seven die rolls were thrown by the German side this session. An excessively daring, close approach of the Polish armored train and its escorting draisine units was thrown back in chaos by a resolute company of German landsers atop the rail line during game turn 14. The updated victory point tally now stood at 5 for Poland, and 10 for Germany. Our slightly delayed – but exciting – fourth session (game turns 17-24) featured the Germans steady and skillful withdrawal to the immediate vicinity of Tichy, with the slowly advancing Poles snapping at their heels in both the east and western woods. Multiple adjacent-hex firefights on both sides of the rail line ensued, followed by close assaults. Highlights included some very lucky Polish artillery strikes that eliminated the remaining German 37mm AT gun platoon in the town, and a trio of successful Polish close assaults. In the process, 5 additional German steps were lost, as was a single Polish step. A combined SEVEN combat 7-die rolls were thrown this session. The final victory point totals were: 11 for the defending Germans, including 6 for controlling Tichy, and 10 for the Poles. There were 6 FOW-shortened turns of 24 played. In the end, this was a hard-fought, slightly frustrating draw. We agreed that this relatively balanced, scenario is better suited to SOLO play. |
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