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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Second Guards Cavalry Corps
Heroes of the Soviet Union #11
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 479th Infantry Regiment
Soviet Union 20th Guards Cavalry Division
Display
Balance:



Overall balance chart for HoSU011
Total
Side 1 0
Draw 0
Side 2 4
Overall Rating, 4 votes
5
4
3
2
1
2.25
Scenario Rank: --- of 940
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1941-12-11
Start Time 10:00
Turn Count 19
Visibility Day
Counters 32
Net Morale 0
Net Initiative 2
Maps 2: 4, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 138
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Exit the Battle Area
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Heroes of the Soviet Union Base Game
Introduction

CENTRAL FRONT: The Soviet 1941 Winter Offensive in front of Moscow fell on a weakened and strung out foe. The German infantry companies of the 252nd Infantry Division held a thin outpost line. In the mid-morning of the 11th of December the Cossacks of 20th Guards Cavalry Division attacked in an attempt to break through the German line.

Conclusion

The thin line of German riflemen could not stop the Soviet cavalry from filtering through their lines. The attack by follow-on rifle divisions soon forced a German retreat. Caught between the Cossacks to the west and the attacking riflemen from the cast, no real defense was possible.

Additional Notes

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


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

Germany Order of Battle
Heer
Soviet Union Order of Battle
Guards
  • Foot
  • Mechanized

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 887

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

(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)

Winter Cavalry
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2006-05-28
Language English
Scenario HoSU011

This is a small to medium scenario that features Soviet cavalry and they are needed to win this one. It is set in winter so there are movement restrictions for all units, but the extra MP's for the cavalry MP helps. The victory conditions have the Soviets trying to get off the west edge of the board and the Germans need to stop them. The Germans a good mix of troops that can be positioned defensively to try to stop the Soviets, but they must choose there setup hexes wisely as it will be impossible to try to catch the faster Soviets in the snow.

In our play, I was the Germans and took a little bit of time to setup hoping to cover all my opponents advances. Covering the town, hill and woods on board 4 I believed that I was able to stop him before his advance could get some traction. On board 6, I only left a couple of platoons to cover the road from the woods.

Moving to the north the Soviets advance through the snow, I have a INF, HMG and the 81mm mortars to attempt to stop them. Slowly they advance and the T34 advances to try to suppress my units. Long range fire from my 50mm in the town misses completely and the T-34 is positioned to fire on my HMG. The Cavalry advanced around the woods while I tried with my mortars and sporadic OBA without effect. At the same time I shifted the other units north and west to try to stop their advance. In the end they made it around the wood and out ran the trailing infantry without even a disruption. A Soviet victory.

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Soviet Cavalry Escape
Author driddle01
Method Solo
Victor Soviet Union
Play Date 2012-11-21
Language English
Scenario HoSU011

A quick Guards scenario for a holiday week. The Germans do not have many forces to cover the board, and the Guards just must exit 6 units to win. The Germans set up one force in the north and one in the south to try and delay the Guard cavalry.

The Soviets enter the north edge of the board along the very top edge. They advance quickly without pausing to fire on the defenders. The German 50mm AT manages to score hits on consecutive turns on the T34 eliminating it. However, with the snow, the Germans in the south are unable to move quickly enough to help their fellow defenders in the north. The Guard cavalry just continues to move along the north edge without engaging the German defenders. The Germans get one more step loss on the cavalry, but are not able to inflict enough disruptions to significantly slow the Soviets down.

So, the Guard cavalry slips the required six units past the defenders for a Soviet victory!

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