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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North German Plain
Hammer & Sickle #25
(Attacker) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 18th Mechanized Division
United States 2nd "Hell on Wheels" Armored Division
Display
Balance:



Overall balance chart for HaSi025
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Hammer & Sickle
Historicity Alt-History
Date 1948-06-27
Start Time 06:00
Turn Count 24
Visibility Day
Counters 165
Net Morale 1
Net Initiative 1
Maps 4: 1, 17, 21, 4
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 203
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Scenario Requirements & Playability
Battle of the Bulge Counters
Eastern Front Maps
Hammer & Sickle Base Game
Road to Berlin Maps + Counters
Introduction

In later years, the defense of the "North German Plain" would be entrusted to British, Dutch, Belgian and German troops. In the event of war between the United States and the Soviet Union, Red Army planners realized right away that they needed to cut off American troops from the north German ports, especially Bremerhaven. Though there were other big ports available, this one had become the American port of entry and its loss would have crippled American logistics. On the flat farmlands of north Germany, tank would meet tank.

Conclusion

Second Armored Division participated in the parade through Berlin in July 1945, and then remained in Germany for the rest of the year on occupation duties. At year's end the unit shipped back home and was de-activated, returning to the American order of battle in 1951. After 1957 it would return to Fort Hood, ready to reinforce Allied troops in Germany. On the Soviet side, 3rd Red Banner Army probably would have drawn the assignment to attack the North Sea ports - not all Soviet forces in Germany were tank-heavy organizations.


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)
  • 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)
United States Order of Battle
Army

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)

Display AARs (1)

North German Plain
Author JayTownsend
Method Solo
Victor United States
Play Date 2014-08-01
Language English
Scenario HaSi025

After selling my copy of Iron Curtain, I had to record this older play here:

I needed a real steel scenario so this one was it for me.

The scenario started off with a big rock & roll thunder storm outside so a perfect setting for this battle.

With the Soviets I decided on a three prong attack and whichever one had more success, I would shift my focus to. My main goal was to open up a hole, and exit troop out the North end. The leaders have to be stacked just right in this game as neither side has many and losing just one on the Soviet side would really hurt.

With the Americans, I just had to get in deep enough to setup a blocking force and use the best terrain to my advantage. Also, rush the Chaffee (M24) tanks forward, in time, even if it meant their sacrifice. I believe they were the biggest factor in the game in fact. After turn one, both sides’ stacks were very vulnerable, and after turn two no shot had been fired yet. After turn three, the Chaffee were doing their job and actually shooting up Soviet armor, slowing them down to allow the Bigger American Armor, M26’s, M45’s, M3/76’s a better chance to get into better positions and the Infantry to dig-in or get into towns or forest. Not to mention getting some good cross-fire bonus points.

In the end, the Soviet made several attempts but their casualties were way too high, they lost most of their Leadership on the East side and the low Morale of the Soviet’s side made it very difficult to rally the troops when they became demoralized. The American Artillery really started to breakup the Soviet Infantry and the big Soviet armor, T-44’s, JS2’s, T-34/85’s, M4A2’s & Su-76’s just got ambushed and blasted to hell. So much for the big bad wolf!

Incredible Casualties: Americans lose 73 steps. Losses: 70 Armor, 1 Infantry, & 2 APC’s, also one Leader. The Soviets lose 148 steps. Losses: 140 Armor, 8 Infantry, also two Leaders They did exit 8 steps. Total American Points 148, Total Soviet Points 81! Remember tanks steps count double in all the above. The result is a Major American Victory!

Final comments: when you play solitaire you always win and lose at the same time. To do it over again, I should of have two Soviet prongs and taken my time a little more. This scenario only played out about half of the turns before the Soviets retreated or waved the white flag. The American did pay a price but much smaller and mostly in armor. I see why the Chaffee tank was the best light tank in WWII. I called this game early. I think I need to try this one again someday. Fun scenario to play, win lose or draw.

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