Riders on the Storm Hammer & Sickle #10 |
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(Attacker) Soviet Union | vs | United States (Defender) |
Formations Involved | ||
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Soviet Union | 14th Cavalry Division | |
United States | 210th Artillery Regiment |
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Overall Rating, 1 vote |
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4
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Scenario Rank: --- of 940 |
Parent Game | Hammer & Sickle |
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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 |
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Inflict Enemy Casualties |
Road Control |
Urban Assault |
Conditions |
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Hidden Units |
Minefields |
Randomly-drawn Aircraft |
Smoke |
Scenario Requirements & Playability | |
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Elsenborn Ridge | Maps + Counters |
Hammer & Sickle | Base Game |
Road to Berlin | Maps + Counters |
Introduction |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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Direct Fire values should be 5-1. Ignore misprints. (danradz
on 2011 May 04)
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All Guards T-34/85 tanks should have AT fire values of 7-7. (Shad
on 2010 Dec 15)
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Hammer & Sickle, scenario #10: Riders on the Storm | ||||||||||||
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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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