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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Grossdeutschland 1946 #4
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Air-Landing Brigade
Soviet Union 9th "Bobriusko-Berlinskaya" Tank Division
Display
Balance:



Overall balance chart for Gr46004
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Grossdeutschland 1946
Historicity Alt-History
Date 1946-08-01
Start Time 09:00
Turn Count 20
Visibility Day
Counters 182
Net Morale 1
Net Initiative 2
Maps 4: 15, 16, 17, 8
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 208
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Meeting Engagement
Scenario Requirements & Playability
Eastern Front Maps
Grossdeutschland 1946 Base Game
Road to Berlin Maps + Counters
Introduction

Mobile formations became "fire brigades" on the Eastern Front because of their ability to move quickly to the site of an enemy break-through. A unit that could move even more quickly than an armored division, and was not bound to the road network, would have been even more useful in holding defensive lines.

Conclusion

The helicopter would become an important battlefield weapon in the decades that followed World War II, thanks to its incredible mobility. But it remains today very vulnerable to ground fire and even home-made devices. NATO planners certainly hoped they could stop Soviet tank divisions with elite light infantry formations armed with antitank missiles and moving by helicopter; the earliest rotary aircraft would undoubtedly have been pressed into the same role.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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

Germany Order of Battle
Grossdeutschland Division
Heer
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (1)

...or in this case: Annihilation
Author GeneSteeler
Method Solo
Victor Germany
Play Date 2012-03-25
Language English
Scenario Gr46004

Introduction

August, 1946 - Hypothetical

The main objectives:

Soviet objective is to exit to the west and inflict casualties along the way. Germans are trying to stop them and inflict some damage of their own.

Time = 5 hours (20 turns)

Opening Thoughts

The Germans are completely outnumbered and start off map?! They will need to race on board as quickly as possible and set up a defensive line. They have very few AT units and no armour. The Soviets have a lot of tanks. How can they stop them? I envision the Soviet armour breaking through the German line and continuing almost unimpeded.

What I forgot about was the combination of the X7 rocket infantry with the mobility of helicopters…

BATTLE SUMMARY

The German copters advance across the map heading for the high ground. The Soviet’s entry is hampered by a single meandering road and so many troops they can’t even all make it on board in turn 1!

The Germans line up and disembark to meet the oncoming Soviet column.

The German 282P helicopters pick off the Soviet M3s with their anti-tank missiles killing some leaders and completely disrupting the Soviet chain of command. Some other copters strafe some unexpecting infantry and score a 2X. The Soviet Colonel is KIA and 2 units desert. The decapitation halts the Soviet advance at a bottleneck between woods and some fields and the Soviet infantry advance is blocked

X7 Rockets begin to fire on the approaching armour and the T-34c tanks are hammered (losing 7 steps!) Helicopters are used to relocate the X7 in the north.

At the end of the first round of combat the Soviets are already licking their wounds having lost the equivalent of 28 steps!

In the south the Germans win initiative and the T-34c tanks take another round of rockets. The Soviet armour manages to overrun one German STRM but they take heavy losses due to their low morale.

The helicopters begin taking a few losses the road is completely clogged by the decapitation.

The Soviet armour tries to squeeze through the German line but they have no chance against the X7 rockets. The helicopters continue to harass the Soviets and roll an uncanny number of lucky strikes (11s and 12s). Soviet artillery is unable to shake the X7 who are aided by great leaders and strong morale. Soviet AA Gun takes down their first helicopter.

Germans win initiative again and blow most of the remaining Soviet armour away. The copters move to harass the Soviet artillery as the AA Guns try to cover them. The first X7 is lost to Soviet artillery fire.

Only 90 minutes have passed.

A second X7 is eliminated by some Soviet artillery as other artillery crews flee under helicopter fire. After turn 7, it already looks over for the Soviets.

Over the next hour the German line continues to hold as the Soviets are continuously hammered and harassed. Soon they are down to two officers and with severe casualties and very limited ability to combat move they resign.

GERMAN MAJOR VICTORY

Aftermath

Wow, what a great battle! I usually play my battles to full completion but after the 11 turns this pretty much was reduced to the German helicopters knocking out demoralised infantry at close range as the dug-in HMGs hail fire on anyone able to advance. The lack of remaining leadership meant that with a few targeted attacks the Soviets would soon be completely hamstrung.

I completely underestimated the German strength. I knew the morale differential (8/8 to 7/6) would be tough on the Soviets (once reduced/demoralised, they’d have a hard time recovering. Particularly as leader modifiers were almost non-existent).

Consequently, I could have played the Soviets much better by having a slower advance and having the armour wait for the infantry in a more coordinated attack. As it happened the “roadblock” formed by the decapitated Soviet infantry completely cut off the armour from support which was hammered by the deadly X7 rockets.

The combination of the X7 with helicopters was unbelievably brutal. They could race around the hills and deposit their men wherever they wished. When the armour tried to flank the German line, the X7s would just quickly reposition themselves. With higher initiative, the Soviets would then be walloped the following turn.

I was amazed at how a few infantry and helicopters completely stopped the Soviet advance. This scenario definitely warrants a replay and it was completely engaging.

Scenario Rating: 5/5 – A small but superior force faces a weak-willed giant. Fantastic scenario.

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