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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Riders on the Storm
Hammer & Sickle #10
(Attacker) Soviet Union vs United States (Defender)
Formations Involved
Soviet Union 14th Cavalry Division
United States 210th Artillery Regiment
Display
Balance:



Overall balance chart for HaSi010
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 Hammer & Sickle
Historicity Alt-History
Date 1951-10-27
Start Time 06:00
Turn Count 20
Visibility Day
Counters 76
Net Morale 0
Net Initiative 1
Maps 2: 19, 23
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 167
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Hidden Units
Minefields
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Hammer & Sickle Base Game
Road to Berlin Maps + Counters
Introduction

The Soviets felt every bit of the burden of rapidly defeating multiple field armies and suppressing resistance across a wide area. All the while the Soviets had to keep the war from spreading beyond Germany to a global conflict and especially not bring on a nuclear exchange. These considerations would lead them to employ every tool at their disposal — including horsed cavalry. The Soviets maintained at least three cavalry divisions after World War II. They could move 100 kilometers a day and live off the land for a period of time. This made them perfect to sweep into areas with poor roads to flank an enemy or seize an important position.

Conclusion

Cavalry, while boasting about the same firepower as Soviet infantry, possess significantly higher movement capability. In the open terrain of the battlefield, it should offer the Soviet player some advantage in moving his force to the most advantageous position, whether that is toward or away from the enemy. Backed up with tanks, regular infantry, and artillery, this is a good combined arms team for the assigned task.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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).
  • 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)
  • Mechanized
Guards
  • Mechanized
  • Towed
United States Order of Battle
Army
  • Motorized

Display Errata (2)

2 Errata Items
Overall balance chart for 887

Direct Fire values should be 5-1. Ignore misprints.

(danradz on 2011 May 04)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display AARs (1)

Hammer & Sickle, scenario #10: Riders on the Storm
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2013-05-14
Language English
Scenario HaSi010

This was a fun scenario with all kinds of action and mixed units. I mean some situations with cavalry charges, minefields, a M12 SP taking out a step of T34/85s and itself losing a step to a T34/85. A M8 taking out a Soviet M3, airplanes knocking out a 76.2mm artillery step, some 105mm artillery being overrun by SMG units and assault actions with all kinds of units. The Soviets enter from two directions and there all multiply victory conditions, so defense and attack are spread out across two maps.

In the end the Soviets won a minor by only a few points. Very fun scenario to play!

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