Red Parachutes: Rzhishchev Bridgehead Heroes of the Soviet Union #17 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 34th Infantry Division | |
Soviet Union | 309th Rifle Division |
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Overall Rating, 3 votes |
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3
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Scenario Rank: --- of 940 |
Parent Game | Heroes of the Soviet Union |
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Historicity | Historical |
Date | 1943-09-28 |
Start Time | 11:15 |
Turn Count | 12 |
Visibility | Day |
Counters | 76 |
Net Morale | 1 |
Net Initiative | 0 |
Maps | 2: 1, 2 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 148 |
AAR Bounty | 171 |
Total Plays | 3 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Eastern Front | Maps + Counters |
Heroes of the Soviet Union | Base Game |
Introduction |
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XXIV PANZER CORPS: By the 28th of September the Soviet 309th Rifle Division had secured a shallow bridgehead across the Dnepr east of Rzhishchev. A thin line of German infantry opposed them. Both sides were exhausted, but a little push by either could spell the difference between victory and defeat. |
Conclusion |
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The two formations only gingerly probed each others positions. No real advantage was gained by either side. The Germans attacked the Soviet bridgeheads on the next day, and though they failed to drive them back over the river, they did make it impossible for the Soviet ground troops to link up with the scattered parachute detachments dropped behind the German lines. |
Additional Notes |
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Red Warriors counters may be substituted for those of Heroes of the Soviet Union. |
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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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Two units that don't want to fight | ||||||||||||
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This scenario has two groups of troops facing off with each other but have one large restriction, limited ability to move and fire. The special rule has both sides needing to roll for the troops that can move or fire. This can keep the battle stifled for quite a while as was our play. For most of the 12 turns we spent trying to get our troops to move, but they would not. We final had two groups probably a company in size fight but each losing only a couple of steps. In the end it was a draw. If we had had more movement, this would have been a better scenario, but rather dry just rolling dice to move. |
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