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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Spearhead
Iron Curtain #2
(Attacker) United States vs Soviet Union (Defender)
Formations Involved
Soviet Union 9th "Bobriusko-Berlinskaya" Tank Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for IrCu002
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Iron Curtain
Historicity Alt-History
Date 1948-06-24
Start Time 06:00
Turn Count 30
Visibility Day
Counters 165
Net Morale 0
Net Initiative 1
Maps 4: 14, 18, 21, 6
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 189
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Battle of the Bulge Counters
Eastern Front Maps + Counters
Iron Curtain Base Game
Road to Berlin Maps + Counters
Introduction

On 24 June 1948, Soviet troops blocked road access between the Western-occupied sectors of Germany and the jointly occupied capital of Berlin. American, British and French troops in Berlin needed food and other supplies, as did the civilian populace in their zones. U.S. Army Gen. Lucius D. Clay suggested sending a large armored column down one of the highways toward Berlin, to "see if anyone will fire at them."

Conclusion

President Truman declined Clay's suggestion, which would have been very difficult to execute in any event: most U.S. forces in Germany had been converted to "Constabulary" status, with only parts of the 1st Infantry Division conducting combat exercises. Combat divisions began to be re-activated in 1947, but the Spearhead division would not actually transition from a training unit to combat status until 1955.


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
  • 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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
Guards
  • Towed
United States Order of Battle
Army
  • Motorized

Display Errata (2)

2 Errata Items
Overall balance chart for 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display AARs (1)

Better Try an Airlift Next Time
Author TheDoctor
Method Solo
Victor Soviet Union
Play Date 2014-01-18
Language English
Scenario IrCu002

First Play

Setup: The Soviets setup their units pretty evenly across Boards 21, 6, and 14, with several units blocking the road to prevent the Americans from utilizing the road for their trucks.

Play: The Americans enter on the South edge and occupy the limiting terrain on Board 18. Over the next 26 turns, the Americans move four trucks, evading the Soviet defenses, hoping the Soviet don't roll the 11 they need to begin firing at the Americans. The Soviets never roll above a 10, and the American trucks pass through to Berlin, without a single step loss on either side.

Result: American Major Victory. Berlin is resupplied.

Second Play

Setup: Same as Play One.

Play: The Americans advance under the cover of smoke over the first hour after the Soviets roll a 12 on turn three, releasing the two armies for combat. The Americans have limited success in the four town hexes, while quickly taking the hill in the west and the small woods in the east. After another hour of recovering and continued fighting in the town, the Soviets bring up reinforcements from Board 6 while the Americans begin to swarm with all their tanks, from the M4's to the the M26's, rolling towards the town.

The American's advance begins well taking out a few of the JS-3's, but the remaining Soviet tanks shred the lightly armored American tanks. Meanwhile the American infantry move forward towards the second line of Soviet defense. The assaults in the second line go very well for the Soviets, and the Soviets repulse the American's attacks on either side of the main town on Board 21. After several turns of assaults, some recovered American infantry finally take the main town. However, with only four turns left the Soviets still hold two of the four Boards, and the Americans call for a general retreat.

Result: Major Soviet Victory. The Americans fail to resupply Berlin. The Victory Point count stands at 98-130, with a 32 point lead for the Soviets.

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