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!
MARS: Vaselki
Heroes of the Soviet Union #24
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 195th Infantry Regiment
Soviet Union 326th Rifle Division
Display
Balance:



Overall balance chart for HoSU024
Total
Side 1 1
Draw 2
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1942-11-25
Start Time 09:30
Turn Count 26
Visibility Day
Counters 140
Net Morale 1
Net Initiative 1
Maps 3: 3, 4, 6
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 175
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Urban Assault
Conditions
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Heroes of the Soviet Union Base Game
Introduction

WESTERN FRONT: The 326th Rifle Divison and 25th Tank Brigade attacked the positions of the 102nd Infantry Division around the village of Vaselki. Preceded by the desperate men of the penal companies, the riflemen of the 326th and the tanks of the 25th advanced through the snow-covered fields.

Conclusion

Col. G.P. Karamyshev committed all three of his regiments in repeated attacks, but they went nowhere. After suffering massive casualties, the attackers melted away as the survivors struggled back to the start line. The battered 326th Rifle Division would make some progress in coming days, but the Soviet breakthrough would come to the south of its sector.

Additional Notes

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

The German StuG IIIg originally had an AT value of 5-8 in the game system, later the AT value was changed to 6-8. The 5-8 AT value would better describe the StuG IIIf, a vehicle which never officially entered the PG universe. For players not using Heroes of the Soviet Union or Red Warriors counters, use 5-8 for the AT values.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
Luftwaffe
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

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 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)

Soviets try to take back territory
Author campsawyer
Method Solo
Victor Draw
Play Date 2006-06-10
Language English
Scenario HoSU024

This scenario has the Soviets mounting one of the first assaults as part of the MARS offensive. The Soviets must capture one town on the maps to win while the Germans must stop them without losing 13 steps. This will be tough for the Soviets as the weather is not cooperative forcing MP loss because of snow. The Germans also have a good lot of OBA to pound the Soviet infantry away from the T-34's and KV-1's. But the Soviets have nine companies of infantry plus a couple of companies of penal troops. The Soviets support weapons are good as well with OBA and BM-13's. Morale is typical for this time the Germans have a slightly higher morale and more leaders.

With our play the Germans setup around and in the towns. Entrenchments cover some key advances to the towns as well. Several dug in German troops will try to slow the Soviet advance. AT and assault guns will try to setup to give some sort of crossfire against the powerful T-34's.

The Soviets advance on board 4 pushing forward with penal troops to go after the dug in skirmish line, but their slow progress by the snow lets the German OBA zero in on them and 3/4 of the penal troops are disrupted/demoralized to eliminated. The Soviet main force is right behind the penal troops and start to overrun the German dugin positions. German artillery slacks off a bit and the KV-1's are able to close on the town. German AT fire is weak, but OP fire at the supporting infantry strips them away from the tank attack. The Soviets slow to recover troops and get the dug in assault units moving again. By this point, the BM-13s have setup and start firing Katyusha rockets on the German defenders. Several German unit break due to the rocket fire, but it is more a psychological effect rather than causing actual causalities.

The Soviets get there forces going again with the t-34's leading the attack on the town. They are able to make it to the town and assault a couple of the town hexes. The Germans swing reserves over to the contested hexes and fierce fighting takes place. Soviets win one hex but lose the other. Meanwhile the KV-1's try to move around the town to attack from the east and take the woods to the southeast. German AT's open fire an score a hit on the initial KV-1. This stuns the Soviet advance as German OBA hit the advancing infantry.

The Soviets stop to recover for a third time and the Germans try to keep the pressure on by targeting disrupted and demoralized units with OBA and mortar fire. The Germans also look to knockout the Soviet units in the town. Germans advance units but have a hard time getting a strong force in place to do this. Soviet Katyusha's rain down on the town but with no effect.

Both sides ready themselves for a final push for the town. The Soviets move up recovered units and the Germans mass troops to stop them. The Soviets are hit with German OBA and the Soviet Katyusha's hit the woods southwest of the town to knock out German AT guns. The KV-1's continue their advance on the woods and overrun the northern edge. This gives some room for other units to mount an attack on the east side of the town. To the north the Soviet units are slowed by OP fire and OBA. T-34's try to move forward but there is not infantry to follow up and time runs out.

The Soviets are able to take two town hexes but not a whole town. Causalities are high on both sides and it is doubtful that the Soviets can continue even if they had more time. The Germans are equally spent as well.

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