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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Tank Battle at Ostrov: Day Two
Eastern Front #27
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 1st Panzer Division
Germany 6th Panzer Division
Soviet Union 111th Rifle Division
Soviet Union 3rd Tank Division
Display
Balance:



Overall balance chart for EFDx027
Total
Side 1 6
Draw 0
Side 2 0
Overall Rating, 7 votes
5
4
3
2
1
3
Scenario Rank: 758 of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-07-05
Start Time 06:00
Turn Count 50
Visibility Day
Counters 134
Net Morale 0
Net Initiative 1
Maps 6: 1, 3, 4, 5, 6, 7
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 126
AAR Bounty 159
Total Plays 6
Total AARs 3
Battle Types
Bridge Control
Inflict Enemy Casualties
Meeting Engagement
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

Both sides licked their wounds after the first encounter at Ostrov. While the Germans awaited the 6th Panzer Division, the 3rd Tank Division received 10 more new KV's as well as some older tanks that had been delayed in joining the first day's attack (probably though mechanical breakdowns, but this is not specified in the record). With both its regiments now on the site, plus his full howitzer regiment and several battalions of the 11th Rifle Division now attached to his command, Andreev felt confident of driving the Hitlerites back across the river.

Conclusion

Another furious battle developed, with the Soviets pressing continually toward the bridges. These were almost in their grasp when 6th Panzer Division's forward elements arrived and drove them back out of the town of Orstov. By the end of the day 3rd Tank Division had lost half its armored strength, while 1st Panzer Division had to report it was not much better off. But the Germans held the battlefield, and most of their lost panzers would be recovered to see action again.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
  • Towed

Display Errata (7)

7 Errata Items
Scen 27

This scenario uses the old 1d6 system for river crossings (the 3rd Edition rules use 2d6). You can tell because the number for AFVs is "1". You can't roll a 1 or less on 2d6. Whenever the river crossing numbers are 6/2/1 or 5/2/1, you are rolling just one d6 (and trying to roll equal to or less than those numbers, by type, Foot/Motorized/AFV).

(Shad on 2010 Apr 29)
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 495

One unit from Eastern Front has a direct firepower of 3-5 on its reduced side instead of the normal 4-5

(garbare83686 on 2023 Nov 26)
Overall balance chart for 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

Phew ! A Real Tough One !
Author vince hughes (Germany)
Method Face to Face
Victor Germany
Participants waynebaumber (AAR)
Play Date 2008-10-11
Language English
Scenario EFDx027

" Tank Battle At Ostrov - Day Two "

This is not an AAR, but more a scenario opinion.

So what can I say for anyone who may wish to take this one on ?

It was, as usual, played face-to-face over two meets. It requires the Germans to eliminate 30 steps (over 50 turns), and the Soviets to capture one of two bridges.

On the subject of balance (which we know is not a criteria for these games). It was pretty poor (unless the Soviet player got it very very wrong in our particular play?). On the subject of enjoyment and utter East Front ambience, it was spot on !!

BALANCE : The balance is too far to the Germans (whom I played - surprise !!) They have a very strong force including their reinforcements that add up to over 24 INF platoons (2 to 3 battalions), copious tanks (PzIII's 35 & 38t's) and a ton of OBA.

Had the German reinforcements had a harder time to enter then the game, then it could have been far more balanced. In this scenario, the Germans just need to roll a 5 or 6 from the 1st turn to bring on their reinforcements. Obviously, if you delay this roll (remember it is a 50 turn game), and/or then even made the roll a harder one to obtain, ie, 6's only initially, I believe the scenario would be dramatically levelled out.

ENJOYMENT : Fortunately, we both played along enjoying the battle itself. It was a tank battle 'Royale'. The Germans taking out the lesser Soviet tanks such as the BT's and T26's, but really struggling against the KV's, which when encountered, the German shells were reduced to the level of 'door knockers'. Meanwhile, the Soviet tanks bit back and continued to make the Germans pay with their aggressive armour tactics.

Elsewhere, there was a frantic blood-thirsty battle in the woods to the extreme North of the battle-field. Mainly Infantry involved with of course the associated bits and pieces of everything else thrown-in. We even had to laugh (though I know we should'nt) when his Kommissar considered one of his Major's to have been far too cowardly and 'shot him' on the spot. This was the first time we'd seen a Soviet officer despatched on the spot. In fact, the Soviets lost 5 'star' officers in the battle in various ways. 1. The COL was blown to bits by OBA as he directed the battle as he had been for some time from his HQ located in the Northern forest. 2. The MAJ shot by a Kommissar for cowardice. 3. A LT captured as a POW 4. A SGT, though initially brave, then deserted when all appeared lost 5. The KOM, pretty brave himself it turned out, KIA'd during an assault !

So as can be seen, there was a lot of incident and enjoyment.

The battle/scenario is a real brain hitter. The amount of thinking, planning and decision making (What do I do first and then what about the rest and in which order) with so many options really does stretch your powers of wargaming I felt. Especially with troops being eliminated all round the board!

Casualties were LARGE in just 16 turns! In steps they were as shown GERMAN :16 FOOT (+2 leaders), 18 AFV's (plus another 4 APC's) SOVIET :21 FOOT (+5 leaders), 24 AFV's, 2 GUNS

So my recommendations for this IS : PLAY! If you want a wargame brain-ache induced by over-thinking and a frantic battle. Expect a German win UNLESS you consider a change on the German reinforcement entry which should obviously be sorted before it's decided who plays for which side. Be prepared for a true East Front experience We devoted two sessions to this before the Soviet conceded (about 20 hours). We knew long before that he could not win, but enjoyed the enactment rather than any victory conditions. A thumbs up from me

0 Comments
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A no win situation
Author waynebaumber (Soviet Union)
Method Face to Face
Victor Germany
Participants vince hughes (AAR)
Play Date 2008-10-11
Language English
Scenario EFDx027

Elements of two German Panzer divisions take on a Soviet tank division supported by a rifle divison. If the Soviet player accepts he can not win this scenario and plays for a draw form the outset this could be a better scenario. When the German reinforcments enter the balance swings very much against the Russians, not only are the Germans mobile and numerous they bring with them more off board artillery, this coupled with the game length give the Germans plenty of oppertunity to destroy 30 Soviet steps. However I do remember enjoying this battle even though I knew I was going to lose from a very early stage which lets face it is the idea!

0 Comments
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Overkill
Author Brett Nicholson
Method Solo
Victor Germany
Play Date 2014-04-13
Language English
Scenario EFDx027

I pulled the plug on this one midway through turn 42/16:15 with 8 turns still left to go but at that point the Soviets had grown tired of dying and the Germans tired of slaughtering them. Actually the Germans paid a very high price for holding the two bridges and it is very hard to imagine this one not ending in a draw considering the carnage.

The Soviet plan was to have the armored units of the 3rd Tank Division (entering from the east) merge with elements of the 111th Rifle Division (entering from the north) somewhere in the middle of the map and then make a decision concerning which bridge or both to attack once they linked up. This well may of worked if the German reinforcements from the 6th Panzer Division hadn't of shown up at 06:15/turn 2. Instead the Soviet tanks were intercepted by armor from the 1st Panzer Division while the horde of foot units were stopped and contained in the fields in the central-western portion of the map from the reinforcements. Like the day before the Soviets held the upper hand in the initial tank battle, this time having 3 platoons of KV-1s but the Germans had superiority in numbers and speed. It took a while but eventually all of the Soviet tanks were eliminated with the combination of crossfire, easily set-up against the T-26, T-28 and KV-1s with their deplorable movement rate of just 5, and infantry assaults.

The 111th Rifle Division held out longer but could not successfully break out from the fields in any significant number and pose a serious threat to either bridge. Soviet OBA and air-strikes did cause a lot of German casualties but German OBA available at 7x16 and 1x20 caused even more Soviet losses. Sometime after turn 20 I knew without a doubt that even a Draw was impossible for the Soviets but tried to be a good sport and continue through the motions as long as it looked like there was enough of a Soviet force left to make even a half-hearted assault. However, once all units of the 3rd Tank Division were wiped out by the eastern sector those freed-up German units came storming the 111th's eastern flank. By turn 42 all that remained of the 111th were 3 reduced INF units in poor order and a disrupted 82mm mortar with one of the reduced and demoralized INF units fleeing back up north towards the safety of a town and the remnants of the 111th were surrounded.

This scenario had it's good and bad moments but really started to lose it's spark after 20 turns. That, and the fact that it may just favor Germany a little too much kept me from rating higher than a "2". This may have been more interesting in a shared match but honestly have no desire for a replay. However, if you like gigantic battles that will consume your playing space and time; don't care about scenario balance and like to blow stuff up, a lot of stuff then by all means give it a shot. The price Germany paid for this vitory after 42 turns was:

1 Colonel, 1 Captain, 4 Lieutenants and 1 Sergeant along with 27 INF, 4 ENG, 4 HMG, 6 MTC, 1 x 75mm IG, 1 x SPW 251, 4 SdkFz 222, 4 P204f, 2 Pz35t, 4 Pz38t, 5 PzIIIF and 10 steps of PzIIIGs. Hard to believe with casualties that high that it was deemed a German win but they held on to both bridges and kept them well garrisoned despite the losses.

3 Comments
2014-04-13 10:57

"However, if you like gigantic battles that will consume your playing space and time; don't care about scenario balance and like to blow stuff up,"

Hmm.... Permission to use the above quote for a AAR I will be writing about the end of May

2014-04-13 11:39

Permission granted! Must be that 'Tank Battles' one you and Vince are still chipping away at! ;-)

Comment from Brett Nicholson removed by author.
2014-04-13 18:59

Yep..Got it in one

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