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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Breakthrough from the North
Red & White #40
(Defender) Soviet Union vs Poland (Attacker)
Formations Involved
Poland 10th Armored Division
Poland 4th Mechanized Division
Soviet Union 11th Guards Rifle Division
Soviet Union 23rd Tank Corps
Display
Balance:



Overall balance chart for ICRW040
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 1951-11-13
Start Time 12:00
Turn Count 24
Visibility Day & Night
Counters 245
Net Morale 0
Net Initiative 1
Maps 6: 17, 18, 19, 21, 22, 23
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 294
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Breakout
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Illumination
Scenario Requirements & Playability
Cassino '44 Counters
Elsenborn Ridge Maps
Hammer & Sickle Counters
Red & White Base Game
Iron Wolves Counters
Road to Berlin Maps + Counters
Introduction

With the renewed vigor infused by the new tanks and American volunteers, Sulik and Anders' forces continue to attack to open a logistics corridor to Krakow. Polish forces inside the Krakow pocket are running low on ammunition but do their part to put pressure on the Soviets from behind. An increase in American airpower is also helping the Polish cause. The Soviets must hold on through this peak effort, and then counterattack toward Warsaw. If the capital falls then this war will surely be over.

Conclusion

So how did it all turn out? Who knows? If the Polish Army could hold on to several key cities, and the NATO forces were able to wreck at least one of the Soviet armies, it's possible the Soviets could be convinced to come to the conference table. Of course, the looming threat of nuclear weapons would play a significant role: would the U.S. use them (they had far more than the Soviets at this point)? If the Soviets demonstrated a willingness to use their own few nuclear weapons, would that deter the Americans or cause a nuclear war? Thankfully this particular brand of insanity never occurred, but if you read the turbulent history of the Soviet-occupied countries after World War II, this type of struggle for the future of Eastern Europe was certainly possible. How that might have come to pass is certainly open to discussion. Thank you for playing our game; we hope you enjoyed it.

Additional Notes

Reference to Board 14 in victory conditions is in error.

Scenario includes reduced PARA for militia but suggests using STRZ units from Iron Wolves.


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)
  • 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
Home Army
  • Foot
Wojska Lądowe
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards

Display Errata (3)

3 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 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
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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