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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Fulda's Fury
Iron Curtain #3
(Defender) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 11th Guards "Prikarpatsko-Berlinskaya" Tank Corps
United States 14th Armored Cavalry Regiment
Display
Balance:



Overall balance chart for IrCu003
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Iron Curtain
Historicity Alt-History
Date 1948-06-25
Start Time 06:00
Turn Count 40
Visibility Day
Counters 132
Net Morale 0
Net Initiative 1
Maps 6: 11, 17, 18, 21, 6, 9
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 194
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Battle of the Bulge Maps + Counters
Eastern Front Maps
Iron Curtain Base Game
Road to Berlin Maps + Counters
Introduction

Soon after occupation zones had been decided, American staff officers identified the low-lying ground around the town of Fulda as a potential future battleground. With high, rugged ground to the north and south, the area had seen heavy fighting during Napoleon's 1813 retreat and the Americans quickly stationed their 1st Constabulary Brigade there to guard against Soviet attack. By 1948, a regular unit had taken over, with orders to delay an enemy advance as long as possible.

Conclusion

Fourteenth Armored cavalry manned this post from 1948 until 1972, when 11th Armored Cavalry took over and remained until the end of the Cold War. Over the years observation post and improved positions sprouted up, and the Fulda Gap became an obsession for American military planners - probably rightly so. Had the Cold War ever turned hot, Fulda would have become an even more famous name.


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
  • 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).

Display Order of Battle

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

Display Errata (1)

1 Errata Item
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)

Up the Slopes
Author TheDoctor
Method Solo
Victor Soviet Union
Play Date 2014-01-20
Language English
Scenario IrCu003

Setup: The Americans setup two main defenses in two layers, splitting their forces into four equal parts. Two were setup, dug-in along the east-west roads at the base of the hills on Boards 9 and 11. The other two fourths were setup, dug-in at the heights of the hills, in the town and woods on the same two Boards. They wait for the Soviet attack.

Play: The Soviets charged all of their INF and T-44's up the roads towards the Americans, while the SMG's ride the T-34/85's in between the Americans in order to drive a wedge between the split American forces. After some initial losses on the Soviet's part due to OF from the American's M36's, Soviet counter fire pushes the tank destroyers back. Then the Soviets infantry forward adjacent to the America's line of dug-in positions, while the tanks cover them with AT and DF.

After an hour of assaults, and more armor losses for the Soviets, the first American line is breached and wiped out, while the tank-riders split up and move into position in the woods just outside the two remaining American lines. There is a lull in the battle while the Soviet infantry recover morale, while the Soviet and American armor duel. The rolls go better for the Soviets this time, and after another hour, the American armor is non-existent.

Thus the Soviets attack up the slopes to the Americans' second, main defensive line. After the Americans miss horribly in their OF, and the Soviets make most of their morale checks, the Soviets move up their remaining armor to join the infantry, while the men fire into the town and woods. In conjunction with the main Soviet attack, the flanking forces attack at the same time. The next turn the Soviets gain initiative by two and quickly assault the American positions. The Americans put up a fierce resistance against the Soviets, but after almost two hours of fighting for the heights, they retreat, but are cut off by the Soviet flanking forces and annihilated.

Result: Major Soviet Victory. The Soviets control both of the east-west roads.

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