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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Quantity vs. Quality
Hammer & Sickle #19
(Attacker) Soviet Union vs United States (Attacker)
Formations Involved
Soviet Union 50th Guards Armor Regiment
Display
Balance:



Overall balance chart for HaSi019
Total
Side 1 3
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Hammer & Sickle
Historicity Alt-History
Date 1951-11-01
Start Time 07:00
Turn Count 12
Visibility Day
Counters 12
Net Morale 0
Net Initiative 1
Maps 1: 24
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 140
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Road Control
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Hammer & Sickle Base Game
Road to Berlin Counters
Introduction

Quality versus quantity was a huge discussion point during the Cold War. Usually, it was the Western nations with the qualitative edge, and the Warsaw Pact with the quantity. However, in this battle the Soviet JS3s and JS4s are markedly superior to the American World War II-era tanks. They mount superior guns as well as thicker armor. And though they generally can't match the crew performance or speed of the American tanks, the armor and weaponry still play a decisive role. In this last gasp by the American V Corps, a battalion of their tanks charges into a company of Soviets.

Conclusion

This meeting engagement provides a challenge to both sides. With better armor and anti-tank fire, the Soviet tanks have the edge. But a lucky roll is a lucky roll, and can ruin his day, especially if the Americans set up some crossfires. So the skillful use of terrain will come into play as both sides play hide and seek.

Additional Notes

G2 note: Book says 11th Tank Corps/Division in Oct 1945.


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)

Display Order of Battle

Soviet Union Order of Battle
Guards
  • Mechanized
United States Order of Battle
Army
  • Mechanized

Display Errata (1)

1 Errata Item
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display AARs (2)

Hammer & Sickle, scenario #19: Quantity vs. Quality
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2013-04-18
Language English
Scenario HaSi019

Ok this is a very small armor vs. armor scenario with Soviet JS4s vs. American M4/76s & M18s. It started badly for the Americans as the Soviets won the first activation having a higher initiative to begin with, so they moved the three platoons of JS4s into town covering the Americans entry on the south edge of the map but also increasing their defensive armor value from 8 to 9 by being in town hexes. The only thing the American weak M4s and M18s armor could do was try for crossfire bonus shots, adjacent shots and assault combat. The American armor was turned into scrap metal, all 9 platoons of it, the best they could do against the heavy Soviet beast was a disruption in assault combat. If they could have rolled better dice in those assaults they may have been able to eliminate a few steps but today the dice didn’t help them at all. This was a clear hands-down, Major Soviet Victory! I could have used the help of a few Pershing tanks in this one!

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But quality needs SOME quantity
Author Matt W
Method Solo
Victor United States
Play Date 2013-05-20
Language English
Scenario HaSi019

The problem for the Soviets in this one is that with only three units they will almost certainly be in crossfire. With efficiency even the +1 rolls will result in terrible losses.

It would seem that the best strategy for the Americans is to split up and use the M18s to start the crossfire with their single shot then move, leaving the M4/76s to fire at will thereafter. Through movement the Americans can keep the Stalins off balance and needing to move to defend the road. There simply aren't enough Soviet tanks to maintain positions and fire.

Add to that the woeful rolls that I had for my Soviets (a +5 really should work most of the time...) and you have a recipe for disaster for the H&S men.

This is a very quick playing scenario, as in all tank only battles in PG, with maneuver for crossfire and the following crossed fingers absorbing most of the time. It was fun and quick but nothing really out of the ordinary. I give it a "3".

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