Fallen Hero of Volokolamsk Eastern Front #83 |
||
---|---|---|
(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
---|---|---|
Germany | 11th Panzer Division | |
Soviet Union | 15th Guards Rifle Division | |
Soviet Union | 22nd Armored train Battalion | |
Soviet Union | 8th Guards Rifle Division |
|
Overall Rating, 6 votes |
---|
2.83
|
Scenario Rank: 821 of 940 |
Parent Game | Eastern Front |
---|---|
Historicity | Historical |
Date | 1941-11-18 |
Start Time | 08:00 |
Turn Count | 32 |
Visibility | Day |
Counters | 60 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 2: 4, 6 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 80 |
AAR Bounty | 147 |
Total Plays | 5 |
Total AARs | 5 |
Battle Types |
---|
Inflict Enemy Casualties |
Road Control |
Rural Assault |
Conditions |
---|
Off-board Artillery |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
---|---|
Eastern Front | Base Game |
Introduction |
---|
On the southern flank of the316th's front, 11th Panzer Division slowly ground toward Moscow. Panfilov himself went forward to the Dubosekovo railway station to take charge of the defenses. There, he was killed by a shellburst while visiting a forward observation post. "Had Panfilov lived a few hours more," 16th Army commander Konstantin K. Rokossovsky wrote later, "he would have heard that the division he had lead so gallantly into action had been accorded the title of Guards Division". |
Conclusion |
---|
The Panfilovsky, as the division's men became know throughout the Soviet Union, had held on once more. They gave some ground and yielded the railway station, but remained in good order and ready to fight again. Today, the independent republic of Kakakhstan has removed most reminders of the Soviet era except one: Panfilov Park in the capital,Almaty, with its Eternal Flame of the 28 Heroes. |
AFV Rules Pertaining to this Scenario's Order of Battle |
---|
|
6 Errata Items | |
---|---|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
|
|
The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4. (plloyd1010
on 2016 Jul 25)
|
|
The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
|
|
All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
|
|
The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
|
|
Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
|
Push to Moscow, Part II |
---|
Setup: The Soviets begin setup dug-in along the length of the railroad, with three separate groups, which allows them great coverage of the road and the best defensive position on the board. Play: The battle progresses rather quickly as the Germans move forward, they choose to attack the Soviets piecemeal, directly all their energy, save their tanks at one Soviet outpost after another. The German armor rushes the armored train, and quickly take losses, but ultimately the train is finished. From here, the Germans progress steadily down the road, making sure to recover before attacking, and the Soviets begin to crumble. Then on one turn, the Soviet colonel takes a bullet to the head, paralyzing the entire Soviet defense for three turns. The Germans sweep across the railroad, clearing the way for a further attack. Result: German Victory. |
0 Comments |
Just when I think I understand infantry... | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
...they give me a train. A train? The train looks great on paper. It can reaction fire, then it can move; it can move then fire. But it is limited to the tracks. And those tracks are awfully close to where the Germans start off... Needless to say, I think I bungled this game regardless of whether the Germans pulled off any brilliant tactical coup or not. I thought my defenses were sound, most of the men set up on the tracks, a few in the woods to guard the mortars. But the train was too far back to stop the SPW's and they got into the woods to the north. the Russians got lucky with a few assault rolls in the woods- as in they weren't destroyed completely and managed to cause a casualty along the way- but the Germans weren't going to be stopped. When the train was knocked out in the 12th turn, Panfilov threw up his hands in disgust and said, "I quit." The Kommisar then rushed over and shot Panfilov for his defeatist attitude. |
||||||||||||||
1 Comment |
The Little Engine That Couldn't |
---|
Germans set up concentrated in the middle near the railroad line with a couple platoons north and south on each flank. The Soviets set up in the woods and along the tracks with a few platoons north/south of the woods dug-in. The armored train was on the western edge of map 6. The Germans began their advance through the snow and sent the tanks out onto the flanks where they were able to catch the armored train in a crossfire while it was concentrating on the troop laden halftracks. Since the Soviets had no more AT weapons the German AFV's then roamed freely aiding in the gradual reduction of the Soviet forces. By the end only a few Soviet combat units remained and the Germans had complete control of the railroad line. This play of the scenario wasn't close, but was drastically impacted by the early loss of the Soviet armored train. It would definitely be worth replaying - with more thought being given to protection of the train. |
0 Comments |
EF #83 Fallen hero of Volokolamsk |
---|
Both sides set up in a central position on their respective set up boards. On the first turn both sides move foward. Soviet mortars miss activation and cannot fire. During the next two turns the forces came together between the western village & the east woods. The Axis lost two steps in the approach. One to mortar fire and one to a lucky snake eyes on the seven column. The soviet train fell back after one ineffective shot. In an exchange of fire over the next several turns the Soviets could do no wrong. The axis quickly lost 6 steps. Two assaults with armor and Infantry that looked good in planning bogged down occupying half the Axis armored force, and cost steps to boot. The two platoons of PzIIIs never could activate after the first turn becoming spectators. The Soviets did loose three steps in exchange but the Axis were still reeling. The Soviets passed most of their morale checks and when they didn't they recovered in short order. The Soviet mortars stacked together in the east wood dug in under a 9-0-0 leader was a major factor all game long. The Axis should have stacked their mobile forces together in one flanking group. With the other group driving right down the rail line. This did occur to the Axis player during set up but he considered it too much of a risk because he then could be defeated in detail. So he decided to stick together and try to power by the Soviets, which turned into a "step" bath. Thank God these are only little cardboard counters and not men. |
0 Comments |
A Sudden End | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The Soviet Armored Train does slow the advance of the Germans both the infantry and the mechanized. However nothing stops a lucky throw on the dice. After The Train disrupting an advance on the soviet infanctry, German artillery hit and destroyed The Train with odds of 1 out of 12 to kill. Until then the Germans slowly moved forward with little to show for their efforts. |
||||||||||||||
0 Comments |