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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Tuljapur Ridge
Indian Unity #6
(Defender) Hyderabad vs Britain (Attacker)
Gurkha (Attacker)
India (Attacker)
Formations Involved
Hyderabad 1st Hyderabad Infantry
India 9th Infantry Brigade
Display
Balance:



Overall balance chart for InUn006
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 6 votes
5
4
3
2
1
4
Scenario Rank: 99 of 940
Parent Game Indian Unity
Historicity Historical
Date 1948-09-13
Start Time 13:00
Turn Count 18
Visibility Day
Counters 69
Net Morale 1
Net Initiative 1
Maps 3: 15, 16, 4
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 169
AAR Bounty 153
Total Plays 4
Total AARs 4
Battle Types
Hill Control
Road Control
Urban Assault
Scenario Requirements & Playability
Cassino '44 Counters
Eastern Front Maps
Indian Unity Base Game
Road to Berlin Maps
Introduction

Pulling back from Naldurg Fort, the Hyderabadi regulars took up positions on a ridge blocking the road to Tuljapur. Ninth Brigade sent forward a combined arms task force built around a battalion of Gurkhas supported by a squadron of Sherman tanks to break the position in a frontal assault. As word spread of the Indian invasion, Razakar fanatics hastened to reinforce the Nizam's regular forces.

Conclusion

For once, the Hyderabadis put up stubborn resistance, holding off the Gurkhas for over two hours despite the Nepalese reputation as close-quarters fighters. While the Indians had tanks, the Hyderabadis had anti-tank guns and enough wartime experience to know how to use them. Yet by late afternoon the Indians had resumed their advance.


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

Britain Order of Battle
Army
  • Towed
Gurkha Order of Battle
Army
Hyderabad Order of Battle
Army
Razakars
  • Foot
India Order of Battle
Army
  • Mechanized
  • Motorized

Display Errata (1)

1 Errata Item
Scen 6

The Indian Army does not have 25 pdr guns. Use British 25 pdrs from Cassino '44.

(rerathbun on 2010 Dec 04)

Display AARs (4)

Mood Swings
Author Matt W (Hyderabad)
Method Face to Face
Victor Hyderabad
Participants Hugmenot (AAR)
Play Date 2012-10-27
Language English
Scenario InUn006

As readers of my AARs must know the exciting writeups tend to follow plays in which the fortunes of the two sides wax and wane mutiple times. I have a tendency to dismiss those scenarios in which one side has a superior position and nothing happens to change that position throughout the play. In those the AAR, like the play, is "mailed in".

As most of my plays have been solo these swings in fortune in my favorite scenarios are relatively emotionless and experienced as more academic exercises than as "the slings and arrows of outrageous fortune". I guess it was time for one to catch me while playing Daniel and to feel the real impact of these swings on the commander of one side as opposed to both.

Tuljapur Ridge is an imposing edifice with a town stuck in a pass through the ridge (Board 16). This ridge is held by a battalion of Hyderabadi infantry supported by a company of high moralled Razakar and some AT guns. The Indians have advanced with a Gurkha battalion supported by artillery and a company of Shermans. The Hyderabadis dig in on the ridge and garrison the town with exposed positions being supported by Razakars to avoid any Gurkha morale bonuses in assault. The two AT guns are dug in on the peaks of the two hills, the 17 pdr to the south of the road and the 6 pdr to the north of the road. Much of my hopes in "winning" the scenario come from these guns and their ability to cut through the "Ronsons" as they advance. More specifically the 17 pdr with its "88" style firing capability is my one weapon of significance, I need it to hit at least once (in my early calculations) to have a chance in this one.

Of course, Daniel blindly (but with careful assumption) hits the 17 pdr with his on board artillery, its disrupts and (with an effective morale of "6") the crew runs away, never to be seen again. All this by turn 2. Despair encompasses the Hyderabadi camp. The commander is seen muttering tons of imprecations about "lousy dice" as he stalks through the town preparing his men for the Gurkha attack.

The commander's concern over the "dice" is quickly dispersed however as the advancing Gurkhas are savaged by opportunity fire. Indeed, it has been a long time since the Hyderabadi brass had seen anywhere near the number of 1s rolled in opportunity fire. The rapidly lengthening Gurkha casualty list exceeded that of the Hyderabadis throughout the mid-game. 7 steps had been lost by the time that Daniel sent his Shermans forward to enter the fray.

I am not sure what possessed me to do so but as he advanced the Shermans I watched carefully. The route included one hex within the 5 hex range which I could reach with my 6 pdr. It would be a -1 shot given that it was opportunity fire but the Shermans would reach a sheltered area and be out of sight after that so if I was to have a chance to shoot it would have to be now. As the second Sherman moved forward I took the shot. No surprise here it missed, but it was a surprise to Daniel that I would shoot. He, however, sent the third Sherman forward and it was the recipient of an "11" roll, leaving a burning mess on the road along with a DEM group and a major Indian victory was now no longer possible.

Elation took over the Hyderabadis. With the Indian assault held up on the southern hill and in the town, visions of a massive Hyderabadi victory danced in my head. I failed to consider the fact that a minor victory was still possible for the Indians. All that would be necessary would be for my forces to be crushed. This was clearly not a possibility as to the mid point of the game the Gurkha losses continued to exceed mine. Daniel would certainly run out of troops before I did...

That is when the sappers and Shermans took over. Assault after assault calculated out to be on the "30" column while I labored to generate "13" and was far more typically on the "5" column. Even at that I was remarkably successful rolling in the 4-6 range far more often than missing while Daniel seemed to have the 1s nailed down (For those who wonder, we did play with my dice but they are NOT loaded), besides such rolls would be devastating for artillery or direct fire combat, something I believe Daniel would suggest did not happen). Over a period of five turns I lost something like 24 steps. Having succeeded in reaching the Indian loss target my men seemed to think that the victory was won.

Desperation began to take over as the losses left me with very few chances to hold onto the town, the road and the hills. I needed to have an undemoralized unit somewhere in those areas to pull out my own minor victory. With four turns to go, the battle had settled into the hills only as the Indians had secured the town and the road. Small groups of Hyderabadis who had previously routed had recovered on the western edge of the northern hills and dug back in and were desperately trying to keep alive and in some order. One reduced platoon escaped the carnage in the town and led the Gurkhas in a merry chase, ending up on the hill and on the final turn escaped demoralization on a very favorable roll (something like a "4" if I remember correctly) and the victory, such as it was, was mine.

I say the "victory" was mine, but the fact that the unit that did pass that morale check was one of three steps which remained undemoralized on the board for my forces at the end of the game, argues against the victory being anything other than an artifact of the victory conditions. My force had been destroyed. In one turn alone, 10 steps were eliminated. With another turn or two, nothing would have been left on the ridge and only black markers would be seen of my forces. I admit to overconfidence at the halfway point but the strengths of the Indian force were stunning once close combat was initiated.

Both Daniel and I had the same reaction. The scenario had been, and I quote, "fun". That alone is worth a good rating but the swings added on a layer that brings it close to a 5. I believe that our play, with a Hyderabadi victory, however, was an anomaly. Despite great luck in eliminating Indian steps I still only managed a minor victory. With one more Sherman available (I finished off the DEM Sherman with the same 6 pdr the following turn), the Indian player would slice through the Hydreabadi forces quickly. The result is a "4" rating but a highly recommended four.

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Who is Winning Here?
Author Hugmenot (Britain, Gurkha, India)
Method Face to Face
Victor Hyderabad
Participants Matt W (AAR)
Play Date 2012-10-27
Language English
Scenario InUn006

Played ftf against Matt W in one afternoon (4½ hours).

One cool factor about playing through a scenario supplement is the ever increasing knowledge of what both sides can accomplish within a given amount of time.

Matt set up stacks of Hyderabadis/Razakars in the town and on elevation lines on both sides of the town. As we don’t inspect dug-in stacks, I was not sure where to strike and thus sent my main force on a frontal assault, with a small detachment on each wing, and the armor and a few infantry units are kept in reserve.

Very early success; my OBA found the 17 pounder before it even fired a shot! Could this mean an Indian major victory was a real possibility?

First contact was more costly than expected; I lost more steps than I expected to both opportunity fire and early assault. I brought my armor forward and ignored the “proceed from caution” first opportunity shot from a 6 pounder. Bad decision, a Sherman platoon is reduced and demoralized, and was later eliminated. An Indian major victory is no longer a possibility.

There was a silver lining to this unfortunate decision; the loss meant I no longer had to worry about keeping my losses to a minimum and thus I sent my Indian troops forward very aggressively. It was impressive how quickly they took over the town.

But I made another mistake. I focused too much on town and the dug-in units, and not enough to the Hyderabadi demoralized units. Matt directed them to the same corner of a hill with a tiny screening force to distract me. The demoralized units recovered and started digging in again. The last few turns were very tense and I spent considerable pondering how the Indians could reach all remaining units. Matt sent one lone platoon towards the road to force me to make hard decisions. In the end, I had a chance, but my troops could only manage a weak final assault.

Hyderabadi minor victory!

A fun, tense scenario with lots of ups and downs on both sides; worthy of a strong “4” in my book.

Incomplete information. Although it’s not in the rules, Matt and I do not inspect stacks until all units fire, move, or we have units very close by (normally adjacent). Strangely enough, it’s something we both started doing without actually discussing it. I enjoy the extra layer of uncertainty it adds to the game.

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Gurkha's tip the balance
Author waynebaumber (Hyderabad)
Method Dual Table Setup + Voice Chat
Victor Britain, Gurkha, India
Participants tlangston28 (AAR)
Play Date 2015-03-15
Language English
Scenario InUn006

Played against Tony L in three short sessions, this scenario went down to the penultimate turn. A Hyderabad brigade holds the ridge line on board 16 against a brigade of Gurkha's supported by tanks and on board artillery. In the initial phase the rebel player has lots of fun shooting up the Sherman's and advancing RIF but make hay while the sun shines because once those guys get into close combat its is then very much one way traffic. As the Hyderabad player I had read Daniel and Matt's report and knew what to expect. I dug in on the high ground and held the town strongly, with some excellent shooting from my ATG and INF I soon had taken 8 Indian steps of the board, so now the Indian player knew he had to clear the high ground and the town to win. However as stated once it came to close range fighting the pendulum swung the other way, with always at least 3 shifts in assault going the Indian way, high morale,leader, Gurkha, it was now only a matter of time before the Indian's would grind their way through the Hyderabad lines. This they did with just one turn to spare, though that final turn was a desperate counterattack (ASL style) which was almost certain to fail. So this scenario seems to be a pretty predictable affair however was a lot of fun to play, I think the Indian's have the edge and do not expect to see many rebel wins.

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Come in here, dear boy, have a cigar, you're gonna go far...
Author tlangston28 (Britain, Gurkha, India)
Method Dual Table Setup + Voice Chat
Victor Britain, Gurkha, India
Participants waynebaumber (AAR)
Play Date 2015-03-15
Language English
Scenario InUn006

Ok, maybe not a cigar, but if you have Gurkhas, then you are in a good position. This was the second game in the journey that Wayne B. and I are taking through Indian Unity, which is turning out to be a group of great little scenarios that have gone down to the wire in both games so far.

Tuljapur Ridge pits an Indian force made up primarily of Gurkha fighters with a platoon of Indian Sappers and Shermans along with a mortar company and artillery. The Hyderabadis deployed with a 25 pdr on the 80m hill to the north of town, the 17 pdr on the eastern edge of town and the 6pdr protecting the west.

In the three sessions, the battle seemed to teeter one way then the other. Initially, The Indian units approached and tried desparately to soften up the defenses with artillery bombardment and were unable to do that. The Hyderabadi 17pdr and 25 pdr guns, however, had a field day as 3 steps of Shermans were destroyed by the end of turn 4 along with 2 RIF and 1 SAP units. The Hyderabadi losses were 1 step of HMG and RIF units. However, after the 4th turn, things seem to turn for the Indians as a two-pronged attack was launched with several RIF units, the SAP and the Sherman attacking the northern hill, with the remaining INF and HMGs attacking the center, following an artillery barrage allowing them to close to begin assaulting at will. As expected, once the Gurkhas were able to "lock horns" with the Hyderabadis, it became a turkey shoot as they were able to cut through and assault the Hyderabad strongpoints, taking out the key positions with the 25 and 17 pdr guns, allowing the rest of the Indian units to move at will. It wasn't until the town was almost taken when the realization hit that if I could spread the Hyderabads and force assaults with leaders and eliminate them, any units affected by morale couild no longer threaten the objective locations as there was no one to direct them. That become the primary focus of the remaining Indian assaults and attacks, pinpointing the leaders and attempting to eliminate then and force the remaining units to flee off the hills. There were several points in the end game where several canny moves by Wayne forced me to counter, and bringing the game almost to the last turn. In the end, a failed Hyderabad rush to retake the hill was repulsed and the victory was secured.

In our sessions with Indian Unity, it seems that each session favored one or the other but in the end, the battle played far closer than either of us expected. Once again, having the multiple objective victory conditions does make it a challenge for the Indians and an interesting tactical puzzle. In the end, the Gurkhas did make the difference in this battle, but it was a see-saw affair that was extremely fun to play.

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