Gauntlet Heroes of the Soviet Union #9 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 215th Infantry Regiment | |
Soviet Union | 12th Guards Cavalry Regiment |
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Overall Rating, 6 votes |
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3
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Scenario Rank: 764 of 940 |
Parent Game | Heroes of the Soviet Union |
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Historicity | Historical |
Date | 1942-11-28 |
Start Time | 06:45 |
Turn Count | 8 |
Visibility | Day |
Counters | 33 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 1: 4 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 128 |
AAR Bounty | 159 |
Total Plays | 6 |
Total AARs | 3 |
Battle Types |
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Exit the Battle Area |
Conditions |
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Off-board Artillery |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
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Heroes of the Soviet Union | Base Game |
Introduction |
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WESTERN FRONT: At the front edge of the penetration into German lines south of Rhzev, the 2nd Guards Cavalry Corps continued to drive back the Germans and push the wedge toward the key Rhzev Sychevka highway. As the formation moved to the front on the night of 27-28 November, delays prevented the lead division from reaching the start line before the sun rose. Orders were orders, and the horsemen did their best to carry them out. |
Conclusion |
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The 3rd Guards Cavalry Division suffered losses, but infiltrated through the German lines in strength sufficient to force the Germans to retreat. Not so lucky was the 10th Guards Cavalry Regiment, which was destroyed after failing to infiltrate. |
Additional Notes |
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This scenario could also be played using East Front maps and Red Warriors Counters. |
3 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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Direct Fire values should be 5-1. Ignore misprints. (danradz
on 2011 May 04)
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Cavalry Dash | ||||||||||||
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This was the last of three scenario day back in 2006. This was a little better than the other two #7 and #8. The scenario has the Germans trying to hold the line from Soviet cavalry trying to charge past them. The Germans have a good defense force with good support weapons, but little mobility, while the Soviets have fast moving cavalry that they will need to keep moving. My defense revolved around keeping the Soviets south of the road and directed toward the areas where the 81mm mortar, 20mm AA gun and OBA could hit them with enough firepower to stop them. AT guns and HMGs would do this while INF provided security to the units and block the gap between the hill and the town. My opponents strategy was direct, move the cavalry as fast as he could across the board. He started out moving onboard farther south to avoid any fire from my units in the town, but this will lead him right to my 20mm and mortar. I was able to get some long range HMG fire on them as well. The dice rolls were against me and he was able to get across the board even charge an INF unit of mine. In the end he had his five units off the board and the win. A good scenario for a quick play also if you are a cavalry fan, this one is for you. |
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0 Comments |
Bets are off on this horse race |
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A battalion of Soviet cavalry must cross the width of one board and exit at least five of their nine units in order to claim victory. There is heavy snow so the cavalry is hampered somewhat but can still cross the board in three turns if undisturbed by enemy action. The trick is that the Germans have some decent weaponry and the Soviets have NO cover whatsoever. They are visible from the moment they enter the board. With only 8 turns there is no time for the Soviets to stop and fight anywhere so play is necessarily a process of the Soviets spurring the horses and hoping that they can adequately pass their morale checks. If they do they will win (or at least come close as in my play). If they don't they will lose because a simple disruption will cost the cavalry at least 1-2 turns to recover and begin moving again. Any more than that and they will have no chance to cross the board. Helping the Germans is the fact that they are shooting at cavalry so no matter what they do (short of assault) they get a column improvement. This is critical to stopping enough of the horse race to get a decent result. So, play of this scenario closely resembles the Kentucky Derby with guns. Run fast and don't get shot. In my play four units made it across, two were completely destroyed and three were demoralized. As in many of the Heroes scenarios, subtlety and strategy are not required. Since many of the scenarios are related to Operation Mars, the least subtle of all WW II offensives, perhaps this is reflective of the reality. The conditions were terrible and the losses frightful. Only the fact that Stalingrad was happening at the same time, deflected knowledge of this disaster from the public eye. When playing these scenarios I have a profound sense of dread in that the "dead" pile grows precipitously while the objectives remain close but unattainable. One can sense the frustration that the commanders must have felt as wave after wave of Soviet attackers are consumed as the concept of "one more battalion" is used to chase victory. In the end, the Germans were forced by the Stalingrad operation to abandon the Rzhev salient anyhow. I'm not quite sure if my rating of two reflects the play of the scenario or the feeling that I get from playing it but it is a two nonetheless. |
0 Comments |
Heroes of The Soviet Union, scenario #9: Gauntlet | ||||||||||||
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Heroes of The Soviet Union, scenario #9: Gauntlet I quick 8 turn Soviet Cavalry exit the map scenario while the Germans defend with Infantry and heavy support weapons to prevent the Soviets from exiting. The Soviets are faster even in the snow and the Germans are spread thin, so the Soviets will find holes, and in my game the Germans rolled poorly on their few chances to stop the Soviets. I think my Germans need a better setup next time. A clear Soviet victory! |
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0 Comments |