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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Split Them in Two
Red & White #13
(Defender) Soviet Union vs Poland (Attacker)
United States (Attacker)
Formations Involved
Poland 16th Armored Division
Soviet Union 16th Guards Rifle Division
Soviet Union 1st Rifle Division
Display
Balance:



Overall balance chart for ICRW013
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Red & White
Historicity Alt-History
Date 1951-11-11
Start Time 06:00
Turn Count 20
Visibility Day
Counters 184
Net Morale 0
Net Initiative 2
Maps 6: 14, 15, 18, 20, 22, 25
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 276
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Anti-infantry Wire
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Severe Weather
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Hammer & Sickle Counters
Red & White Base Game
Patton's Nightmare Counters
Road to Berlin Maps + Counters
Introduction

Part of Bart’s and Chlebek’s campaign plan against General Belakin’s 11th Guards Army included thinning out the Soviet force to make it vulnerable to penetration. They wanted to cut off a significant portion of the enemy and grind it down. The challenge is to hold the shoulders of the breakthrough area while simultaneously driving deeper into the enemy rear and maintaining your own lines of communications and supply. This attack strove to separate the two Soviet corps, and then annihilate the 36th Nemanskiy Red Banner Rifle Corps of General Vitikov. Then the Americans would press on to link up with the beleaguered forces defending Warsaw. General Dickerson’s fresher 2nd Expeditionary Corps would lead the attack

Conclusion

Maintaining a breach through a well-defended enemy line is one of the most difficult of offensive operations. While the lead elements are tearing up the enemy rear, the attacking force’s rear echelon must hold the flanks until sufficient damage is done by the leading element that the flanking enemy must withdraw. Both sides have the potential to win this in their own way. Cutting off the 36th Nemanskiy Red Banner Rifle Corps is the precursor to its destruction.

Additional Notes

The American Major Victory Condition contains a misleading description. Key in on the phrase "straight up and down the board" to understand the condition.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Poland Order of Battle
Wojska Lądowe
  • Misc
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
United States Order of Battle
Army
  • Motorized

Display Errata (2)

2 Errata Items
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Errors? Omissions? Report them!
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