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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Third Echelon
Hammer & Sickle #32
(Attacker) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 31st "Vislenskaya" Tank Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for HaSi032
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Hammer & Sickle
Historicity Alt-History
Date 1948-09-01
Start Time 12:00
Turn Count 10
Visibility Day
Counters 165
Net Morale 1
Net Initiative 3
Maps 1: 18
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 183
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Scenario Requirements & Playability
Hammer & Sickle Base Game
Road to Berlin Maps + Counters
Introduction

During the post-war years, the Red Army proved itself unwilling to part with used military equipment, sending tanks into storage or selling them to allies rather than grind them up for scrap. In the late 1940s the tanks and other armored vehicles were only a few years old, and could have been used to equip later-echelon forces sent forward to maintain the momentum of and advance into Western Europe.

Conclusion

The American-made M4A2 Sherman tank was no match for its successor, the Pershing. Those provided to the Soviet Union under Lend-Lease at least had diesel engines and so were less likely to burst into flame, but would have proven just as easy prey for the Pershing's 90mm gun as they did for the Tiger's 88. And the Pershing was faster than the pride of Nazi Germany.


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).
  • 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

Display Order of Battle

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

Display AARs (1)

This Echelon
Author JayTownsend
Method Solo
Victor United States
Play Date 2014-08-01
Language English
Scenario HaSi032

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

An interesting game of Armored Chest.

The Americans won a major victory, out scoring the Russians 30 to 8.

Time is a factor on this game. As the Americans I could easily blast the Soviet Lend-Lease Shermans apart with my Pershings but I had to remember to exit in time or it was all for not. I did exit on turn ten, minus only two steps of Pershing with the board clear of Russian Shermans. I needed to close one turn sooner as the Russians, to have a chance at best. Fun play, regardless of the out come.

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