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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Suicide Squeeze
Fronte Russo #13
(Attacker) Italy vs Soviet Union (Defender)
Formations Involved
Italy 52ª Divisone Fanteria "Torino"
Italy 9ª Divisione Fanteria "Pasubio"
Soviet Union 95th NKVD Regiment
Display
Balance:



Overall balance chart for FrRu013
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Fronte Russo
Historicity Historical
Date 1941-12-09
Start Time 10:45
Turn Count 25
Visibility Day
Counters 161
Net Morale 1
Net Initiative 1
Maps 3: 1, 21, 3, 4, 7, 8
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 182
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Counters
Eastern Front Maps + Counters
Fronte Russo Base Game
Road to Berlin Maps
Sinister Forces Counters
Introduction

After the conquest of Chazepetovka, the fortified Soviet position on the north shore of Lake Volynzovskye could finally be taken from two sides. Two columns were ordered to seize the heights dominating the village of Yelenovka.

Conclusion

The southern column advanced with elan and took two villages in hand to hand combat, with the help of engineers armed with flamethrowers. The northern column made its way through Soviet defenses and the two columns met approximately 1 mile from Yelenovka. But the 95th NKVD regiment had been ordered to hold the line at all costs, and the hill dominating Yelonovka was not taken until December 12th.


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).
  • 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)
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Soviet Union Order of Battle
Army (RKKA)
  • Motorized
NKVD
  • Towed

Display Errata (1)

1 Errata Item
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Fronte Russo #13 - Suicide Squeeze
Author Juiceman
Method Solo
Victor Italy
Play Date 2023-12-01
Language English
Scenario FrRu013

Tough scenario for the Italians, they have the numbers, OBA and plenty of supporting arms but the NKVD have better morale, higher DF and are defending improved positions: entrenchments, towns and a large hill.

In the end the Italians were able to clear the two towns on maps 1 and 3 but it took time, which did not give them much of an opportunity to assault the final objective the hill on map 21.

The special rules regarding visibility due to the weather (mist), which varied each turn, helped both sides but might have favored the NKVD by reducing the spotting range of the Italian FOs.

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