|
|
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 |
Hammer & Sickle |
Historicity |
Alt-History |
Date |
1951-10-27 |
Start Time |
06:30 |
Turn Count |
14 |
Visibility |
Day |
Counters |
21 |
Net Morale |
0 |
Net Initiative |
2 |
Maps |
1: 25 |
Layout Dimensions |
43 x 28 cm 17 x 11 in |
Play Bounty |
196 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
|
The conquest of Frankfurt and Wiesbaden had been hard-fought successes for the advancing Soviets. While the 8th Guards Army had failed to capture the US V Corps headquarters, it had cut off the 4th infantry Division's HQ. Captain Spasky received orders to take a reinforced company, along with the Brigade Kommissar, and capture the enemy HQ. He thought, despite the supervision, that the snatch would be relatively easy and net him a big boost with the brass if he brought in some high-ranking generals and intelligence papers.
|
Conclusion
|
Orders to achieve objectives without proper intelligence or preparation are common in war. And occasionally small groups of mismatched but well-led troops can hold off superior forces as well. In this case, both players have challenges to overcome to win.
|
Additional Notes
|
G2 note: Book says 79th Guards Tank Division. 66th Guards didn't join that unit until well after this time period. |
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.
- 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).
|
Soviet Union Order of Battle
United States Order of Battle
1 Errata Item |
|
Kommissars never get morale or combat modifiers. Ignore misprints.
|