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
Errors? Omissions? Report them!
Desperation
Heroes of the Soviet Union #13
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 110th Infantry Division
Germany Kampfgruppe Lindemann
Soviet Union 280th Rifle Regiment
Display
Balance:



Overall balance chart for HoSU013
Total
Side 1 2
Draw 1
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1942-12-01
Start Time 09:15
Turn Count 28
Visibility Day
Counters 78
Net Morale 1
Net Initiative 0
Maps 2: 1, 6
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 153
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Exit the Battle Area
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Eastern Front Maps + Counters
Heroes of the Soviet Union Base Game
Introduction

KALININ FRONT: With Operation MARS clearly not accomplishing its objective of reducing the Rzhev bulge, 22nd Army received orders to attack along a 12-kilometer front in an effort to drive in the northern shoulder of the wedge in the German XXII Corps' line Col. M.F. Andriushchenko's 185th Rifle Division attacked the positions held by Kampfgruppe Lindemann of the 110th Infantry Division.

Conclusion

Despite the heavy snow that prevented tank reinforcements from joining the attack, Andriushchenko's division forced Kampfgruppe Lindemann back almost a kilometer. "The enemy could not be stopped," one German officer reported. "The snowstorm was blinding and prevented the commitment of the requested dive bombers." But the weather affected both sides, and 22nd Army could not sustain its momentum.

Additional Notes

Red Warriors counters may be substituted for those of Heroes of the Soviet Union.


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
Army (RKKA)
  • Mechanized

Display Errata (5)

5 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
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 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Fighting in a snowstorm
Author campsawyer
Method Solo
Victor Germany
Play Date 2006-07-09
Language English
Scenario HoSU013

The last scenario to play and it is a winter action in the middle of the hottest day of the year. A blinding snowstorm and the Soviets want to attack, go figure.

A Soviet infantry regiment needs to get across the boards without the Germans see and stopping them. It was an interesting cat and mouse game, but my opponent failed to keep track of the time and the distance that he needed to travel. By turn 23 he had not made it half way across board 1, which meant that there was no way he would win.

It was a good scenario, but the Soviets have be thinking about how to keep moving and not get bogged down with blocking German units.

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