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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Vorontsovo I
Eastern Front #94
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 16th Infantry Division
Soviet Union 10th Tank Brigade
Soviet Union 116th Rifle Division
Display
Balance:



Overall balance chart for EFDx094
Total
Side 1 3
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Eastern Front
Historicity Historical
Date 1942-01-18
Start Time 08:00
Turn Count 24
Visibility Day
Counters 74
Net Morale 0
Net Initiative 1
Maps 3: 1, 2, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 89
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

With the invaders reeling from both the harsh winter weather and the ferocious Soviet resistance, the Red Army counterattacked the Germans all along the front. At the boundary of two German army groups, the Soviets sent forward a tank-infantry force to take advantage of command confusion.

Conclusion

The soviet tank-infantry teams broke through the German line and overran the service and support units behind the front. While German commanders dithered and argued over responsibility for stopping the attack, the Soviets rushed to liberate Kursk.


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
  • 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.

Display Order of Battle

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

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 (1)

Snow Plow vs. Speed Bump
Author Matt W
Method Solo
Victor Germany
Play Date 2011-02-08
Language English
Scenario EFDx094

A woefully inadequate German force is beset by a large, high morale Soviet force containing a platoon of the KV-2 monsters. The thin crust of the German defense is backed by some service and headquarters troops. All the Soviets have to do is break through the German defenses, drive down the road to a town, 2 boards away and clear it of the light headquarters troops.

Then again, there's some snow on the ground, this is after all Russia in the winter. Actually there's so much snow on the ground that the monster is limited to a movement factor of "1". The four KV-1 platoons with it have a movement factor of "2". Even the HMGs and AT rifle platoons are reduced to a movement factor of "1". To those of you who are mathematically inclined, this indicates that, under no circumstances can the heavy infantry weapons actually make it to the town during the scenario and that the only way the tanks can arrive is for the Soviets to push directly down the road. The Germans were indeed able to count to 24 and set up accordingly with two entrenchments actually across the road with flanking entrenchments far enough away to set up the 50mm with a cross fire capability.

The Soviets, also not idiots, held back their tanks until the infantry could invest the AT guns on the flanks and then moved forward, crushingly. An opportunistic German officer, seeing a large stack of Soviets fired on the hex with OBA, even though it was the entrenchment containing the German 50mm. Those readers with a sense of irony know that this is simply an invitation to a "12" roll, which did indeed occur, eviscerating the Soviets and rendering the 50mm similarly hors de combat. Please note that if you are following the rules you will use separate die rolls for this combat. Me, I just plowed ahead and accepted the loss. No matter what the 50mm wasn't going to be firing while the tanks were moving by, it was in an assault hex.

It was at this point that fate (and I find this happens quite frequently in my Eastern Front games with random events) stepped in and rendering my German counter thrust strategy useless. I had kept a reinforced company out of the Soviet view in the town on Board 1 with the express intent of throwing them into the battle once the Soviets reached the second entrenchment on the road, hoping that a fire behind them would force the Soviets to take notice. The random event was to send reinforcements elsewhere - 6 steps of infantry, 2 steps of HMG and a leader... The best laid plans of mice and men...

Freed from immediate concern of AT fire the Soviets rolled over the two entrenchments, using two KV-1s and the KV-2 (assault fire 34) without loss.

The German support units had dug in on the middle board (board 8 which is remarkably devoid of cover) and prepared to receive the slowly (that MF of "1" again) advancing Soviets. One can only imagine the feeling of the men in their hastily dug holes as they watched the Soviet tanks advance for the better part of an hour. Well, actually I didn't have to imagine it as the Soviet OBA started hitting the dug in units and one promptly ran away. In the meantime the Germans used what units they had to reestablish their initial line to the east thus isolating the Soviet penetration. Useless from a game standpoint but good tactical doctrine as the supporting logistics could not operate and the penetration would end up being more of a raid than a capture of territory.

The tanks made short work of the support units but again time was passing. In short the Soviets made it to Vorontsovo with a very large force, sufficient to clear the town easily but the clock ran out on them. The German headquarters units were able to retain control of several hexes in the western part of the town and, by and large, were able to avoid combat while doing so.

It is CLEAR that the Soviets would have taken the town but their inability to keep the road clear behind them spelled trouble for their spearhead in any event. The "win" for the Germans works for me.

The movement restrictions created by the heavy snow are critical to an understanding of the scenario. No matter how much time you think you need to accomplish a task, realize that you are under fire for much longer before you reach your objectives and that you will leave a trail of disrupted and demoralized units as you move. A solid "3" with a hint of "4" for the scenario ranking. I really enjoyed the interplay of the German delaying actions and the Soviet frustration with the slow movement.

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