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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From the March II
Heroes of the Soviet Union #8
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 14th Panzergrenadier Regiment
Soviet Union 1st Guards Motorized Rifle Regiment
Display
Balance:



Overall balance chart for HoSU008
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 940
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1942-11-27
Start Time 19:15
Turn Count 12
Visibility Day & Night
Counters 61
Net Morale 0
Net Initiative 1
Maps 1: 4
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 138
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Heroes of the Soviet Union Base Game
Introduction

WESTERN FRONT: In another attack launched from the march, another of the 1st Guard Rifle Division's regiments rushed into combat with no artillery or armor support. The objective was the village of Maloe Kropotovo. The fight began as daylight began to fade.

Conclusion

The riflemen of the 1st Guards Motorized Rifle Regiment advanced unsupported by artillery and armor and suffered horrendous losses. By nightfall the regiment had been withdrawn, no longer a combat-effective formation.

Additional Notes

This scenario could also be played using East Front maps and Red Warriors Counters.

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).

Display Order of Battle

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

Display Errata (4)

4 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (2)

Another Mars Slaughter
Author Matt W
Method Solo
Victor Germany
Play Date 2011-10-25
Language English
Scenario HoSU008

This scenario is a very close relative of Scenario 7 depicting almost the same situation, with almost the same forces. A Guards unit approaches a German held town in the late afternoon and has to capture the town. The Guards only have 3 hours to cross a heavily snow covered open field, pierce the picket line, enter the town and clear the Germans. Barring insanely wonderful Soviet dice the task is impossible. What is not impossible, however, is a draw. To accomplish this the Soviets merely need to contest control in one town hex, an acheivable, but not simple goal (as you can tell from the German win in this scenario).

Two slight but significant differences in this scenario as compared to the first "From the March" are that we are fifteen minutes closer to total dark which gives the Soviets much greater ability to close with the town and get into a contested situation and the Guards enter slightly closer to the town enabling them to come to grips with the Germans earlier.

In this play the Soviets attempted to pierce the center of the German picket line but were too disordered after doing so to be able to sweep away the German reserves which were blocking entry to the town. On the next to last turn a good order Soviet force advanced to be adjacent to the town but were demoralized by opportunity fire, so as you can see this was a very close run victory for the Germans.

In addition, the Soviets almost pulled a draw off through eliminaing German steps. If they can cause 6 step losses they can pull a draw even if they don't enter the town. The Soviets caused 5 but were so spent from their 15 step losses that they didn't have sufficient power in any decent order to cause the Germans even one more step loss in the last two turns.

This was surprisingly close and the little improvements in the Soviet situation give it a greater playability than Scenario 7 so I give it a 3, not because the Soviets can win but because the Germans don't have a lock on it. The end game is quite frantic as the Soviet pursues the two possible draw conditions and the Germans attempt to block access to the town without exposing themselves to losses.

Again, the manic nature of the Mars Operation comes through strongly. The Soviet player must play desperately and recklessly to have a chance at the draw.

0 Comments
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Even trading sides doesn't help...
Author campsawyer
Method Solo
Victor Germany
Play Date 2006-06-04
Language English
Scenario HoSU008

After playing scenario 7, we went to 8 and traded sides, this time I was the Soviets. This did not help the Soviet cause to take the village of Maloe Kropotovo. The Soviets still need to assault a heavily defended town without support weapons. The result was the same as scenario 7 a German victory. Although I did get a couple of more platoons close to the town, there was no chance of success. Historically correct, but that is about it.

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