Vorontsovo II Eastern Front #95 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 16th Infantry Division | |
Soviet Union | 10th Tank Brigade | |
Soviet Union | 169th Rifle Division |
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Overall Rating, 3 votes |
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3.67
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Scenario Rank: --- of 940 |
Parent Game | Eastern Front |
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Historicity | Historical |
Date | 1942-01-20 |
Start Time | 11:00 |
Turn Count | 24 |
Visibility | Day |
Counters | 105 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 4: 1, 2, 8 |
Layout Dimensions | 112 x 43 cm 44 x 17 in |
Play Bounty | 103 |
AAR Bounty | 165 |
Total Plays | 3 |
Total AARs | 2 |
Battle Types |
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Rural Assault |
Urban Assault |
Conditions |
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Off-board Artillery |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
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Eastern Front | Base Game |
Introduction |
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After the Soviet breakthrough of 18 January, the Germans assembled for a counterattack force composed of a weak tank battalion (barely the size of a company) and a small infantry force. No help from higher echelons appeared. |
Conclusion |
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The German attack managed to cut off the Soviet spearheads, trapping many Soviet troops behind German lines. These units immediately began to lay plans to break out back to their own lines. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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6 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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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)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4. (plloyd1010
on 2022 Jul 21)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Germans Roll Through Town | ||||||||||||
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The German attack succeeded in destroying the Russian force in the small town by using AT fire and assaults.....All the KV-1's were out of action, prompting the remaining infantry to retreat to the large center town. The Germans surrounded the center town and overwhelmed the remaining Russian forces with combined arms and OBA. |
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1 Comment |
Snowbound |
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This scenario has some good points, but the victory conditions aren't one of them. It is a 4 mapper. There are 3 towns, one each on three boards. Both sides have to try and control two towns. The Nazi horde also has to try and keep any Russian units from within 5 hexes on the east side. There is major snow. Visibility is 9 hexes regardless of terrain which is 90% flat. Movement is severely reduced with foot minus 1, track minus 3, wheel -4. There is no way in my mind the Germans can even come close to winning this one. No FOW is even thinkable in this scenario. Playing solo is ok with this one for a while though. This scenario does a good job of showing what a tough fight it is in these conditions. There are only 24 turns and one road that goes the length of the battlefield so no way the Germans can ever get their units that start on the western side all the way across. They have a strong infantry force on the west edge near a town and enter anywhere from the south edge with a fairly strong armor force. Not that great because of severely limited mobility. I tried to think if the Germans could have two separate attacks. The west town is a forgone conclusion for a battle. There is a town right near the southern edge that looks enticing, but the Russians can set up very close and so that's not a freebie either. The Germans didn't have enough power in my opinion to take either close town with their split force so I tried to link up and take the west town with both forces and then use strategic movement to at least take another town. No way to get all the way to the eastern edge and remove the token Russian half infantry platoon there. Maybe get a draw. This was over almost from the get go. The Russians had initiative and occupied the west town before the Germans could get there. They had SMG units and 4 platoons of KV1's to hold that town. The Germans tried to assualt from the west and bring armor from the south in a pincer. Total disaster as th KV's blasted the Pz lll and iv's as the terrain approaching the town was wide open and movement was only 2 hexes at a time. There is a forest next to the town but the Russians got there first and denied that cover. Combine excellent AT rolls from the KV's with deadly 30 point artillery and the Germans took 16 step losses to the Russian 2. Many assaults were tried in the woods to get some cover but the die roll modifiers and the weakening of the assault forces on approach were devastating. Called this one at 1PM after 8 turns as most of the armor was gone and the assaults were ugly. General winter was really the commander in this scenario. |
0 Comments |
I'm soloing this one right now and it is a real slog with the heavy snow rules reducing movement to almost nothing. Not sure how it is going to be possible to root out Russians from (2) towns and cover the span of (4) boards to get the Russians off of the east edge of the board. Going to try strategic movement if possible. Everything is bunched together.