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
Errors? Omissions? Report them!
Ski Battle
Edelweiss #11
(Attacker) Finland
(Attacker) Germany
vs Soviet Union (Defender)
Formations Involved
Finland 14th Infantry Regiment
Germany 139th Gebirgs Brigade
Soviet Union 8th Ski Brigade
Display
Balance:



Overall balance chart for Edel011
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
1
Scenario Rank: --- of 940
Parent Game Edelweiss
Historicity Historical
Date 1942-05-06
Start Time 10:00
Turn Count 30
Visibility Day
Counters 62
Net Morale 2
Net Initiative 1
Maps 2: 4, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 157
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Edelweiss Base Game
Eastern Front Maps + Counters
Red Warriors Counters
Introduction

During the Soviet spring offensive, the 8th Ski Brigade drove deep into the rear of the Axis position in front of Kesten'ga. But the movement became a death trap when the German-Finnish front held, and no advancing troops came to link up wit the skiers. German and Finnish units began t methodically hunt them down, driving the ski brigade and a regiment of the 186th Division (a unit made up mostly of convicts) into an ever-tighter encirclement.

Conclusion

The Germans and Finns tightened the noose on the trapped units and wiped them out. Less than 400 men escaped to the Soviet lines. After a promising beginning, the Soviet spring offensive had ended in dismal failure.

Additional Notes

If German mountain leaders are preferred to regular Heers leaders, they may be gotten from Avalanche Press.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Finland Order of Battle
Army
  • Foot
Germany Order of Battle
Heer
Schutzstaffel
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

Display Errata (5)

5 Errata Items
Scen 11

German OBA is listed as "2". I believe this should be "none", as "2" is also the initiative value, and the rewritten scenario in the expanded edition lists "none"

(triangular_cube on 2020 Jul 15)
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 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(Shad on 2010 Dec 15)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 982

Propeller-driven APC on skis (aerosan). Treated as Foot units for movement purposes.

(rerathbun on 2011 Feb 26)

Display AARs (1)

Edelweiss #11
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2020-07-15
Language English
Scenario Edel011

I always try to leave an AAR, even if brief, to explain why I left a scenario with a rating of 1.

This scenario does have some things going for it. It features a double blind setup, which is uncommon for the series. It has a variety of forces, including the rarely seen NKL units. It has a special rule for German Heer leaders to act as KOM for the SS. Lots of skis etc etc.

Unfortunately after setting it up, it was pretty apparent that this is for all intents and purposes, unwinnable for the Germans. The Soviet main force can deploy close to the southern edge and race off the map on their skis in the first handful of turns. The Germans, if entering on the Southern edge, can deploy densely, and have them race around the line, or loosely, and have them just tear straight through.

Alternatively, the Soviets can just run the complete opposite direction of the Germans and leave the board that way too, although it takes longer.

There really isnt anything to game here. I hope the rewrite in Edelweiss Expanded does more with the concept.

I also tend to take a dim view of scenarios that call for EVERY HEX on the board to be something it is not. Unfortunately that is a trend in this module. There are no all woods maps, so this is a compromise, and i understand why it was done.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.291 seconds.