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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The Yelnia Salient
Eastern Front #51
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 485th Infantry Regiment
Soviet Union 149th Rifle Division
Display
Balance:



Overall balance chart for EFDx051
Total
Side 1 5
Draw 0
Side 2 2
Overall Rating, 9 votes
5
4
3
2
1
3.44
Scenario Rank: 448 of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-07-25
Start Time 12:00
Turn Count 28
Visibility Day
Counters 93
Net Morale 1
Net Initiative 2
Maps 4: 1, 2, 3, 8
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 96
AAR Bounty 165
Total Plays 7
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

With German armor ordered south to cut off Soviet troops around Kiev, infantry divisions hurried forward to relieve the tanks of Panzer Group Guderian in the Yelnia Salient. On their way to relieve the 10th Panzer Division, two battalions of the 263rd Infantry Division were surrounded and hit hard by Soviet 149th Rifle Division, a unit with its organic close support tank battalion intact and plentiful artillery support.

Conclusion

The Soviet attack mauled the surprised Germans. Older officers on both sides, veterans of the First World War, called the fighting around Yelina the most intense they had ever seen. The Soviet soldier had served notice that this would be no quick blitzkrieg campaign.


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
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Towed

Display Errata (4)

4 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)
Overall balance chart for 54

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

(rerathbun on 2012 Jan 30)
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Yelnia carnage
Author waynebaumber (Soviet Union)
Method Face to Face
Victor Soviet Union
Participants vince hughes (AAR)
Play Date 2011-08-16
Language English
Scenario EFDx051

This scenario was played over two sessions, one FtF one Skype, against Vince. The battle is over 4 maps laid in line. The Germans have to break out to the West and exit units for a major victory, the Soviets have to prevent the breakout and eliminate 18 steps. Initially Soviet forces are spread out over two separate boards with the units to the west not able to move until the Germans move onto the one of the westernmost boards. The Soviets also get reinforcements on GT7 arriving from the either the north or south depending in a dice roll. One thing to note that if the Soviet player does not get a marginal victory then the German player wins. This gives the German player an option ,does he advance units onto board one and then dig in trying to hang onto a thin line and hope that he does not lose 18 steps or get pushed out or does he go for the breakout and a major win. Whatever he does have to advance which makes this scenario very interesting. Vince went, rightly IMO, for the victory and launched a determined attack on the first Russian line. Soviet losses were heavy at first and the line was forced back, however the Soviet reserve could now move forward and the reinforcements had arrived. I now had to gain time to get these units together and launch my counter attack. To do this I threw my tank units into assaults on the leading German unit, the German AT guns had lagged behind and I supported the assault with as much artillery as I could muster, losses were heavy but now the German advance had been stalled and the Russian commander could bring his weight of numbers to bear. There now followed several turns of utter carnage as stacks blasted away at each other at very short range, it seemed every other shot was a X, slowly the Soviet juggernaut rolled forward and victory was in sight. Finally the German line bent and Soviet troops could infiltrate and assault the AT guns which had finally arrived in support. These were wiped out eventually and the German commander conceded. This was a battle of two halves, my initial Soviet set up was pretty poor and I paid the price in trying to adjust, however the use of tanks to hold up the German attack worked well and after a fighting line had been established it was only a matter of time before superior forces would grab the 18 step losses required. I think this one does favour the Red Army slightly but there is a chance for the German to win.It would be interesting to see if any German player who played to deny a Soviet win rather than trying to force a win could hold out for 28 turns. Possibly not

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Lax German Fundamentals Bring On A Chastising Defeat
Author vince hughes (Germany)
Method Face to Face
Victor Soviet Union
Participants waynebaumber (AAR)
Play Date 2011-08-16
Language English
Scenario EFDx051

I'm getting things ready to go on holiday, but don't wish to lose the points for an AAR so will add a very short version here and then I will edit and go into detail on my return

This battle was played face to face and skyped against Wayne Baumber and I have to say how surprised I am nobody else has played this. The VC's are set up so that there is no point where both players can sit back and go for a draw. There will always be an assailant and it appears very well balanced

Long and short of this battle is that the Germans got off to a cracking start by ploughing through a first Soviet line of defence. However, they had to push onto the further western most boards. This, when done, activates Soviet forces there plus they get their reinforcemnts at some point from turn 7 onwards (of course, Wayneski got them right away)

Upon pushing forward, the Germans became far too cocky and complacent, pushing forward with infantry and yet leaving their AT capability trailing (in fear of Soviet OBA and 120mm mortars). The Soviets crashed their 10 platoons of T26's in concentrated 3 stacks, and the carnage began. Losses, for VC's do not matter for the Soviets, but the Germans do have a 'loss maximum'. This was exploited well by Wayne, and the resultant slog-fest could only suit his forces

In the end, this was a comfortable win for the USSR and a good battle fought by Wayne (if not his best when I've played him). The mistakes made by the Germans will NOT be repeated

Great scenario, well-balanced, and a must play from the original box-set

Losses : German 24 steps & 2 officers, Soviet 22 steps and 1 officer

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