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 Bloodiest Fight
Heroes of the Soviet Union #3
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 14th Motorized Division
Soviet Union 16th Guards Rifle Division
Display
Balance:



Overall balance chart for HoSU003
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
2.75
Scenario Rank: --- of 940
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1942-12-13
Start Time 12:00
Turn Count 21
Visibility Day
Counters 68
Net Morale 1
Net Initiative 0
Maps 2: 4, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 148
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Heroes of the Soviet Union Base Game
Introduction

KALININ FRONT: As the Soviet Operation Mars stalled, only Maj. Gen. A.I. Zygin's 39th Army showed any signs of success. German counter-attacks isolated 39th Army's armored spearhead, mostly tanks of 81st Tank Brigade, and Zygin ordered fresh divisions to break through to rescue the trapped tankers. Preceded by a four-hour bombardment, the 16th Guards Rifle Division assaulted the positions held by the 11th Panzer Grenadier Regiment. "The battle raged," wrote one German survivor, "and the earth, covered by a maelstrom of fiery iron fragments, trembled." Operation Mars had only a few more days to run, as even the most optimistic Soviet commanders began to recognize the waste of men and material as pointless.

Conclusion

The Soviet attack made only minimal gains, and could not penetrate the German lines. By disrupting the German defenses, however, the attack did give the trapped tankers the chance they needed to break out of their encirclement and return to the Soviet lines. The Germans pulled hack in hopes of re-organizing their own battered units, but Zygin gave them no peace and attacked again the next day, this time with more tank support.

Additional Notes

This scenario could also be played using East Front maps and Red Warriors Counters. This scenario has an updated version in Red Warriors.

The German StuG IIIg originally had an AT value of 5-8 in the game system, later the AT value was changed to 6-8. The 5-8 AT value would better describe the StuG IIIf, a vehicle which never officially entered the PG universe. For players not using Heroes of the Soviet Union or Red Warriors counters, use 5-8 for the AT values.

Soviet Guards transport counters may be downloaded from Avalanche Press. Otherwise, use RKKA trucks and wagons in place of the Guards counters as needed.


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

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Guards
  • Mechanized
  • Towed

Display Errata (3)

3 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 887

Direct Fire values should be 5-1. Ignore misprints.

(danradz on 2011 May 04)

Display AARs (1)

A long way to run
Author campsawyer
Method Solo
Victor Germany
Play Date 2006-03-10
Language English
Scenario HoSU003

This scenario has problems and is very hard if not impossible to win with the Soviets. The victory conditions for the Soviets are to move 6 or more units off the southwest corner of board 6. They start on the north or east side of the board 4. This requires them to move across 2 boards to exit within 21 turns and restricted movement. Given this several units like the HMG's will not be able to make it to the edge. In my notes I have that a change to the length of the game could make it more playable for the Soviets. But as is will always give a German victory.

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