Quiet Flows the Vodka Eastern Front #97 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 6th Infantry Division | |
Soviet Union | 44th Guards Rifle Division |
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Overall Rating, 4 votes |
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2.5
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Scenario Rank: --- of 940 |
Parent Game | Eastern Front |
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Historicity | Historical |
Date | 1942-01-21 |
Start Time | 08:00 |
Turn Count | 16 |
Visibility | Day |
Counters | 40 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 2: 4, 8 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 71 |
AAR Bounty | 153 |
Total Plays | 5 |
Total AARs | 4 |
Battle Types |
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Inflict Enemy Casualties |
Surprise Attack |
Urban Assault |
Conditions |
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Off-board Artillery |
Severe Weather |
Scenario Requirements & Playability | |
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Eastern Front | Base Game |
Introduction |
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After a month of retreat, an aggressive German battalion commander decided to emerge from his division's "hedgehog" to inflict a quick sting on the surrounding Soviet units. This decision was prompted by a recon report suggesting that a nearby Soviet battalion had been mourning the anniversary of Lenin's death with a bit too much vodka. |
Conclusion |
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Frustration at having retreated for a month caused the attack, which served little purpose otherwise. After a short and intensive engagement the Germans withdrew to their defensive positions. The Soviets had an excuse for more celebration. |
4 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 morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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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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Vodka on the River | ||||||||||||
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A quick play scenario fairly evenly matched. The Soviets deploy all in the city. The Germans advance along the road quickly to get near to the defenders. The Germans keep their MGs in the center with INF stacks on the flanks to take advantage of any shaken Soviets. The forces exchange fire for several turns with only the occasional morale check. Finally, the Germans cause a demoralize on a Soviet hex and the Soviets do not rally, so they retreat further into the city. The Germans try to take advantage of the break, but the remaining Soviets hold their ground. The Germans send a force around the southern flank of the defenders, but are unable to dislodge the defenders. The scenario ends on the time limit with the Germans unable to move all the defenders from the city. Soviet victory! |
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0 Comments |
The Vodka Flows Some More | ||||||||||||
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Setup: Both the Germans' and the Soviets' setups are relatively simple, because the setup instructions are very restrictive. The Soviet setup in the north side of the town, while the Germans setup their units as close to the town as possible to make the best use of their limited attack window. Play: The Germans rush the town while the infantry gun and mortars attack the town from afar. The Germans main attack force reaches the town after six turns, making sure that the entire group moves at the same speed of the HMG's. The Soviets' opportunity fire is ineffective, but takes out an entire heavy machine gun platoon. The Germans spend an hour exchanging fire with the Soviets in the town, with little success, even losing another step. They then assault, but they do not have enough material to make a big breakthrough, and must attempt to wear the Soviets down over time. However, the Soviets are very resilient and turn away the first two turns of German assaults. The Soviets begin their counterattack once all their units are back in good order, and begin to push the Germans out of the southern town. The Germans attempt to hold on to the one town hex they have captured the Soviets manage to recapture, and eventually the Germans' attack completely breaks, forcing a retreat. Result: Soviet Victory |
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0 Comments |
No Chance for The Wehrmacht | ||||||||||||||
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Played this one as a two player game. I (as Germans) advanced slowly toward town, but there wasn't enough time in scenario to accomplish victory condition of eliminating all Russian units from board 4. Victory conditions or length of scenario should be changed to make this a worthwhile scenario. |
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0 Comments |
The Vodka Stood Tall |
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Played solo. Soviets set up in town with mortars in woods south of town. A pair of platoons were stationed just outside town and spent the first two turns digging in. The Germans set up as far south as the rules allowed and as the scenario began they began the long, slow trudge south through the snow while both sides traded off-board artillery fire. Half way through the scenario the Germans had advanced to the town and were engaged in hand-to-hand fighting in the northern town hexes. As the scenario wound down the same three assaults were ongoing in the northern part of the town. The Germans didn't come close to eliminating all the units on map 4. Considering the weather effects and the fact the sides are so evenly matched, I can see no way for the Germans to win this scenario. |
0 Comments |