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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Sinister Rails
Deluge #30
(Attacker) Poland vs Germany (Defender)
Formations Involved
Display
Balance:



Overall balance chart for DelP030
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Deluge
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
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Broken Axis Maps
Deluge Base Game
Fire in the Steppe Maps + Counters
Introduction

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

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.


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

Display Errata (2)

2 Errata Items
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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (2)

Deluge #30 - Sinister Rails
Author Juiceman
Method Solo
Victor Germany
Play Date 2023-05-01
Language English
Scenario DelP030

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!
Author treadasaurusrex (Poland)
Method VASSAL
Victor Draw
Participants NBGB
Play Date 2024-03-01
Language English
Scenario DelP030

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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