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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Fast Division
Deluge #36
(Defender) France
(Defender) Poland
vs Germany (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for DelP036
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Deluge
Historicity Historical
Date 1939-09-03
Start Time 02:00
Turn Count 36
Visibility Day & Night
Counters 184
Net Morale 0
Net Initiative 1
Maps 4: 1, 102, 104, 105
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 219
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
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

The German 4th Light Division, organized less than a year previously from the Austrian Federal Army’s “Fast Division,” had fewer tanks than the other German mechanized divisions and a reputation for being much less efficient. Its commander, the Austrian Maj. Gen. Dr. Alfred Ritter von Hubicki, sought to make up for both with a night assault – a rarity in this campaign – against the Polish border guard regiment blocking his advance. The attack had some success, until the cavalry arrived.

Conclusion

The Polish cavalry drove back the Germans and restored the border guards’ position. The 4th Light Division had begun the campaign with just 57 tanks, all of them light Panzer I and Panzer II models, and had nothing to match the armor and firepower of the Polish Vickers B tanks - probably the only time this this could ever possibly be true. The Poles repelled a German counter-attack in the afternoon, and withdrew at nightfall after a large-scale German artillery bombardment.


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

France Order of Battle
Armée de Terre
  • Motorized
Germany Order of Battle
Heer
  • Mechanized
  • Motorized
  • Towed
Poland Order of Battle
Wojska Lądowe
  • Motorized

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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (1)

Deluge #36 - Fast Division
Author Juiceman
Method Solo
Victor Germany
Play Date 2023-10-01
Language English
Scenario DelP036

This scenario is similar to many in this booklet, a smaller Polish force has to defend two separate roads as well as another objectives, in this case the 40m hill hexes on two maps while waiting for Polish Mechanized Cavalry reinforcements supported by a company of Vickers light tanks.

Since there are several ways to defend and attack in this scenario your play though and rating are going to be different than mine, especially if you play with a partner.

This battle for me swung back and forth all game as the Polish KOP infantry put up a good fight delaying the Germans and sucking them into house to house fighting for the town on map 105.

Just when it looked like the Germans would be successful clearing the town and the 40m hills on their right flank the Polish reinforcements arrived on time and counter attacked the Germans, pushing them off one 40m hill hex and regaining contact with their isolated forces in the town.

Late in the game it looked like the Pols would win but the Germans eliminated several Polish steps in assault combat and took out two platoons of tankettes that got to close to two German Pak38 batteries. In the end the Germans accomplished two out of three objectives: steps and clearing one of the roads.

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