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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Sacred Mountains
Edelweiss: Expanded #32
(Attacker) Soviet Union vs Germany (Defender)
Formations Involved
Germany 3rd Gebirgs Division
Soviet Union 8th Rifle Division
Display
Balance:



Overall balance chart for EdlX032
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Edelweiss: Expanded
Historicity Historical
Date 1945-02-14
Start Time 07:30
Turn Count 36
Visibility Day
Counters 185
Net Morale 1
Net Initiative 0
Maps 4: 14, 16, 17, 18
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 199
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Road Control
Urban Assault
Scenario Requirements & Playability
Edelweiss: Expanded Base Game
Eastern Front Counters
Road to Berlin Maps + Counters
Introduction

The Soviet offensive that opened with the new year quickly swept across Poland and into western Slovakia. Around the town of Ruzemberok in the high valley of the Biely Vah river, just below the height of the Tatra mountains, the 3rd Mountain Division faced repeated assaults. The Soviet 18th Army sought to break through into the Slovak plain and to liberate the Tatras, a powerful symbol to the Slovak people.

Conclusion

The jägers fought off repeated waves of attackers, and according to the German Army's order of the day, "yielded not one meter." The Soviets could tell the Reich's end was near and fought to keep their offensive going, but now that the mountain divisions fought in familiar terrain they proved impossible to dislodge.


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.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

Display Errata (3)

3 Errata Items
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)

Sacred Mountains
Author waynebaumber
Method Solo
Victor Draw
Play Date 2011-03-29
Language English
Scenario EdlX032

My involvement with this scenario is an interesting tale. Vince and I looked at it for a FtF game, we both looked at and came to the conclusion the most likely result would be a draw so discarded this scenario for another one. However I liked the look of it it ticks some of my boxes it's big in counters but not large in scale (only 4 maps 2 of which are not used much) Eastern Front and fairly easy to understand VC. I thought it was to good to discard so I decided to play it solo. In fact I have a confession to make I've played it twice solo. The first time I got as far as writing my AAr when I realised the Soviets had attacked from the wrong side of the boards. DOH!! Two wargaming session wasted. So I started again. In this scenario elite mountain troops defend in hilly terrain against 3 waves of Soviet troops arriving roughly 12 turns apart. The Russians have to break through and clear the town and hills of all German unit(very unlikely) for a victory the Germans have to stop Soviet unit getting onto the two Westernmost boards (slightly unlikely), so as you can see a draw is still the most likely result. The first wave of Soviets comprise 18 Inf with MG ENG ATR and two SU76 platoons. My own view is that the Red Army should just probe the German defenses, looking for ATGs and any weak points. Keep the SU76's safe they are for the end game besides they are very fragile against the German A/T guns. When the second wave arrives after you have thrown 5 or 6 on GT 12. You need to throw a 5/6 as fast as you can, the main reason is that the third wave with it's T34's come on 12 turns after the second wave so every turn's delay of reinforcements is a double whammy. When the second wave come on now is the time to put the pressure on those Mountain troops, meanwhile the German player is looking to shore up various defense lines and stop any flanking moves. Remember to stop a German win the Soviets have to get a unit onto those western boards. This middle game is very exciting with the German player having to judge when to hold,fall back or even counter attack and his opponent hammering away at a very tough nut indeed. With the third wave comes 6 T34's more Inf and some SMG. Although not in the special rule's I think the SMG should have been made into tank riders. Anyway now it is decision time can the Russian horde take every German position on board 16 or go for the draw by by-passing the main line of resistance and moving a unit onto board 14 and claim a draw. In my game with 3 turns left I pointed the T34's west and rode off into the sun to get the draw. This is a big exciting scenario and I can only say give it a go!

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