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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Black Sea Riviera
Eastern Front #106
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 73rd Infantry Division
Soviet Union 103rd Rifle Brigade
Display
Balance:



Overall balance chart for EFDx106
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Eastern Front
Historicity Historical
Date 1942-08-19
Start Time 12:00
Turn Count 20
Visibility Day
Counters 62
Net Morale 1
Net Initiative 1
Maps 2: 3, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 90
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

In the Summer of 1942, Axis troops reached the very edge of the Caucasus mountains, the line between Europe and Asia. German and Romanian troops fought their way toward the port of Novorossisk, while the Soviets threw in all possible reserves to stop them. While Red Army troops dug in around Abinskaya, the Black Sea Fleet sent its famous armored train "Death to the Hitlerite Invaders" to help.

Conclusion

The Germans attacked furiously, but spurred on by their kommissars the Soviet riflemen threw back the invaders. Three days later a Romanian cavalry division relieved the German infantry and drove the Soviets out of Abinskaya, opening the door to Novorossisk.


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).
  • Armored Trains: see Rule 15.2 ~ 15.22

Display Order of Battle

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

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 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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Night on the Riviera
Author TheDoctor
Method Solo
Victor Germany
Play Date 2014-02-24
Language English
Scenario EFDx106

Setup: The Soviets stay in the town, forcing the Germans to approach across the railroad tracks on Board 3. The armored train and two HMG's are in defensive positions on the railroad crossing just north of the town. The Germans setup in two groups, one to attack directly from the north, the other to cross the railroad in the east then attack from the east.

Play: The German move southward in their two groups, but stop to deal with the Soviet train from a distance. The 50mm AT gun and the armored train exchanged fire for a number of turns, until finally the German anti-tank tank fire destroys the train and the Germans move up again. Within three turns the outpost at the railroad crossing.

The Germans then move up to the town, and do not waste time assaulting from the north, and the next turn the Germans moving in from the east slam into the Soviet defenders and the Soviets begin to crumble. The Soviets eventually break, and the Soviets retreat into the woods west of the town, leaving the town to the Germans.

Result: German Victory.

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