Panzer Panic Edelweiss #4 |
||
---|---|---|
(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
---|---|---|
Germany | 7th SS Regiment | |
Soviet Union | 1st Tank Division |
|
Overall Rating, 4 votes |
---|
2.25
|
Scenario Rank: --- of 940 |
Parent Game | Edelweiss |
---|---|
Historicity | Historical |
Date | 1941-07-04 |
Start Time | 22:00 |
Turn Count | 22 |
Visibility | Day |
Counters | 50 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 2: 6, 8 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 150 |
AAR Bounty | 165 |
Total Plays | 4 |
Total AARs | 2 |
Battle Types |
---|
Inflict Enemy Casualties |
Conditions |
---|
Off-board Artillery |
Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
---|---|
Edelweiss | Base Game |
Eastern Front | Maps + Counters |
Introduction |
---|
Following their disastrous baptism of fire, Demelhuber's shaken SS men rested for two days. The corps commander wanted them out of the line, but higher-ups would not countenance declaring a division unfit for combat after only a few hours of war. The division would not only remain at the front, it would attack. Before the SS could return to the offensive, the Soviets struck first with a spoiling attack. |
Conclusion |
---|
Tank attacks and artillery barrages panicked the SS men. Demelhuber, in the same report that detailed the effects of Soviet artillery, claimed that his own artillery could not respond effectively because of the smoke from forest fires. Once again, terror-stricken Aryan conquerors ranged through the rear areas, some of them using their motorcycles to spread panic. |
Additional Notes |
---|
If German Gebirg leaders are preferred to regular Heer leaders, they may be gotten from Avalanche Press. |
AFV Rules Pertaining to this Scenario's Order of Battle |
---|
|
1 Errata Item | |
---|---|
The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
|
Well, at least it wasn't a slaughter of innocents | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
A 6/4 morale is what makes it possible for the Soviets to win and what makes it difficult to do, at the same time. The Soviets are charged with the requirement to destroy a battalion of SS mountain troops. The Germans have to try to avoid being destroyed but their initial position is very close to the Soviets and they, despite their usual average morale finally have a morale bonus against the Germans. In addition, the SS are poorly led in this early war scenario, with a low number of leaders for the force in question and low morale for each leader (the Soviet player selects every other leader). What follows is a question of the Soviets needing to keep up with fleeing Germans and being able to hit them multiple times to permit the double demoralization to take place. The only way for the German to win is to use the terrain to good effect in slowing down the Soviets and hopefully surviving a few morale checks. While morale bonuses on the leaders would help they were nowhere to be found. About 1/2 way through the scenario all the German leaders were demoralized as well as the troops so recovery became nearly impossible as each stack had to try to recover separately. Much as the last scenario in First Axis. This is an exercise in slaughter and has little strategy or even thought required. I rate it a "2" but actually considered a "1" as there is simply nothing for the German to do except roll morale checks and recovery. |
||||||||||||
0 Comments |
Edelweiss #4: Panzer Panic | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
4 July 1941. Elements of the 7th SS Regiment regrouped from its earlier debacle and prepared for a renewed assault. The Soviets launched a spoiling attack, however, catching the SS forces surprised. The Soviets achieved a stunning and complete victory, routing the SS forces in little more than an hour. This game was mercifully quick. After 5 turns I called it an inevitable Soviet victory. The Soviets had destroyed 14 steps, and were in assault hexes with 5 other German steps. The Soviets lost only one step. Like scenario #3, this was a poor scenario design, as the SS forces have such poor morale they can't be effective in combat. The only hope of an SS victory is to flee and deny combat to the Soviets, hoping to avoid losing 18 steps before time runs out. Just a poor, poor design. I would skip this scenario unless you really feel a need to play all of the Edelweiss scenarios. |
||||||||||||
0 Comments |