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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The Mud and the Blood and the Beer
Hammer & Sickle #12
(Attacker) Soviet Union vs United States (Defender)
Formations Involved
Soviet Union 163rd Motor Rifle Division
Soviet Union 25th Guards Rifle Division
United States 1st "Old Ironsides" Armored Division
Display
Balance:



Overall balance chart for HaSi012
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Hammer & Sickle
Historicity Alt-History
Date 1951-10-28
Start Time 04:00
Turn Count 28
Visibility Day & Night
Counters 97
Net Morale 0
Net Initiative 0
Maps 2: 23, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 225
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Entrenchments
Hidden Units
Off-board Artillery
Reinforcements
Severe Weather
Smoke
Illumination
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Hammer & Sickle Base Game
Road to Berlin Counters
Introduction

Controlling two key rivers, as well as the administrative center for the region, Nuremberg must be taken. American forces have established defensive positions that will have to be rooted out one after the other, and the infantry will have to do the dirty work. After heavy rains the previous evening, the soldiers of the Guards 25th Motor Rifle Division and 163rd Motor Rifle Division faced a kicking and gouging fight in the mud and the blood and the beer of Bavaria.

Conclusion

Taking towns is hard work, and so is clearing and keeping open a road. The Soviet player must concentrate his fires and eliminate American units as quickly as possible before any reaction force can engage. The cover of darkness will assist the approach if he is sly. To foil this approach, the American player needs to hold both boards tenaciously, perhaps running a fire brigade back and forth to threatened areas. Be ready for the JS4s when they arrive or they will crush your force over time. For the winner, enjoy a nice Bavarian draft.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • 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).

Display Order of Battle

Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
Guards
  • Mechanized
United States Order of Battle
Army
  • Motorized
  • Towed

Display Errata (1)

1 Errata Item
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
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