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Drive on Kecskemet Fire and Sword #1 |
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| (Defender) Hungary | vs | Soviet Union (Attacker) |
| Formations Involved | ||
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| Hungary | ![]() |
8th Reserve Infantry Division |
| Soviet Union | ![]() |
2nd Guards Mechanized Corps |
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| Overall Rating, 3 votes |
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3.67
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| Scenario Rank: --- of 1093 |
| Parent Game | Fire and Sword |
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| Historicity | Historical |
| Date | 1944-10-29 |
| Start Time | 17:00 |
| Turn Count | 16 |
| Visibility | Day & Night |
| Counters | 68 |
| Net Morale | 1 |
| Net Initiative | 1 |
| Maps | 3: 50, 53, 54 |
| Layout Dimensions | 84 x 43 cm 33 x 17 in |
| Play Bounty | 175 |
| AAR Bounty | 163 |
| Total Plays | 3 |
| Total AARs | 2 |
| Battle Types |
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| Inflict Enemy Casualties |
| Road Control |
| Urban Assault |
| Conditions |
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| Off-board Artillery |
| Scenario Requirements & Playability | |
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| Fire and Sword | Base Game |
| Introduction |
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The 2nd Guards Mechanized Corps, the only armored formation in 2nd Ukrainian Front, would spearhead the attack of 46th Army. Their first objective would be Kecskemet, a small city sitting astride a crossroads on the way to Budapest. This would be the centerpiece of 46th Army's attack; the 4th and 6th Guards Mechanized Brigades, reinforced by the 25th Guards Tank Regiment, reached the main line of resistance, held by Hungarian troops, in the early evening hours. |
| Conclusion |
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Second Guards Mechanized Corps lost its first tank about ninety minutes after its brigades jumped off. At around 1700, Corporal Ferenc Mester used a Panzerfaust to knock out an approaching T34/85 south of Kecskemet on the highway leading to Budapest. Defense of the Kecskemet sector fell to the Hungarian 8th Reserve Infantry Division, reinforced by some scattered troops including an armored train. The bulk of the division fled without warning but the 24th Reserve Infantry Regiment held its positions and even carried out a counterattack. The Hungarians launched their first significant counter-attack at around 1900, and again an hour later. Both counter-attacks were far too weak and beaten back with ease. The Hungarians still tried to offer resistance. They not only repeatedly counter-attacked, but also frequently opened fire from ambush positions. These tactics benefited from the terrain: low hills covered by wind-blown sand, many farmsteads, grassland farms, and isolated courtyards. Soviet assault detachments including tanks, infantry and artillery eliminated the strongholds one after another and continued their drive to the north. The Hungarians offered sporadic resistance at best; even though tanks and assault guns often supported their counter-attacks, their efforts were too weak to stop the armored avalanche. |
| AFV Rules Pertaining to this Scenario's Order of Battle |
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| 2 Errata Items | |
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These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts. (danradz
on 2011 May 04)
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All Guards T-34/85 tanks should have AT fire values of 7-7. (Shad
on 2010 Dec 15)
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| Fire and Sword, scenario #1: Drive on Kecskemet | ||||||||||||
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Fire and Sword, scenario #1: Drive on Kecskemet I went back and played the first scenario as I hardly ever play the scenarios in order. This one was pretty interesting, as the Soviets have three victory objectives to try and achieve or not, and the amount determines their victory level or defeat. The Russians have a nice mix of armor and Infantry and must clear the north-south road, all the town hexes and at night while keeping their casualties less than the dig-in Hungarians, how also have and interesting mix of Infantry, armor and support weapons. Since the Russian start on the south map of three maps, with only 16 turns, they have to hurry a bit. After losing some early T34/85s & SU76s steps, I slowed down my assault to take out the Hungarian’s StuGIIIGs which might have taken up too much maneuver time but Russians were worried about the casualties in balance that was finally corrected at the end of the game, with the Soviets losing 21 points to the Hungarians 25 points. This was the only objective out of three they achieved, as they were still in assaults on two hexes of the larger city on map 50 and an third city hex on the far northern area, by the bridge, on the north-south road also need to be dealt with, so since the Soviets only achieved one out of three victory conditions, the Hungarians get a minor victory. The Soviets needed two more turns to win this one in my gameplay because I slow my advance worrying too much about casualties that I shouldn’t have. If I had rushed more, by the looks of my battlefield, I believe the Russians could have won, as the Hungarian units were in bad shape. The Soviet M17 with the large 24 Direct Fire power is a very important unit to pull adjacent to enemy town hexes and pound enemy units. I lost it three quarters the way through the game to a Hungarian PCL unit. I finally used my Soviet armored cars (BA-64s) better and only lost two out of four steps. This is a close battle either way! |
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| 0 Comments |
| Yet another close call. | ||||||||||||
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The determinant for this game is the time restraint. While four or five more turns would have made all the difference, about the only reality for the Russin Commander was to tie up the forces in the middle of the playing area and try to flank the major positions that the Hungarians set up. As it was, the Russians could not clear out the Hungarian positions around the road in time to apply a decent sized force on the last town on board 50. As it was, the Hungarians won.... but it was a closely run thing. (Note - Making the game 20 turns, would make ALL the difference.) |
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| 0 Comments |
FiAx030

