|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Overall Rating, 0 votes |
|
Scenario Rank:
of |
Parent Game |
Grossdeutschland 1944 |
Historicity |
Historical |
Date |
1944-08-20 |
Start Time |
09:45 |
Turn Count |
26 |
Visibility |
Day |
Counters |
162 |
Net Morale |
1 |
Net Initiative |
2 |
Maps |
4: 102, 103, 104, 105 |
Layout Dimensions |
86 x 56 cm 34 x 22 in |
Play Bounty |
259 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
|
Soviet scouting and intelligence operations had identified most of the boundaries between defending Axis divisions along the Dnestr River line. The Soviets had already seized bridgeheads over the big river, forcing the Axis to defend further back in the wooded hills just to the west.
|
Conclusion
|
The Soviets battered 4th Mountain Division, and shoved it back off its hilltop positions. Twenty-First Infantry Division remained intact but pulled back to cover its now-open left flank. The Soviet 46th Anny had achieved its first-day objectives, which meant that 4th Mechanized Corps could soon be introduced to widen and deepen the breach in the Axis lines.
|
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).
- Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)
|
Soviet Union Order of Battle
1 Errata Item |
|
Kommissars never get morale or combat modifiers. Ignore misprints.
|