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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Training and Doctrine
Iron Curtain #9
(Defender) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 12th Guards "Umanskaya" Tank Division
United States 101st "Screaming Eagles" Airborne Division
United States 807th Tank Destroyer Battalion
United States 813th Tank Destroyer Battalion
Display
Balance:



Overall balance chart for IrCu009
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Iron Curtain
Historicity Alt-History
Date 1948-08-02
Start Time 06:00
Turn Count 48
Visibility Day
Counters 208
Net Morale 0
Net Initiative 1
Maps 8: 14, 16, 17, 21, 3, 6, 7, 9
Layout Dimensions 112 x 86 cm
44 x 34 in
Play Bounty 228
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Bridge Control
Road Control
Rural Assault
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
Airborne - IE Counters
Battle of the Bulge Maps + Counters
Eastern Front Maps
Iron Curtain Base Game
Road to Berlin Maps + Counters
Introduction

American forces fought few of the huge tank battles seen on the Eastern Front or in the Western Desert, and those in charge of the Armored Force considered this a sign of great success. The American M4 Sherman was not a match for German battle tanks, nor, according to classroom theory, did it need to be. The job of tanks would be to break through enemy infantry formations and then rapidly exploit the opening. Enemy tanks were to be fought by tank destroyers - a catchall term covering self-propelled guns and towed anti-tank guns.

Conclusion

Though designed as an "assault tank," the American T28 (the test designation of the M28) would have proven much too slow for such employment. But as heavily armored tank destroyer fighting in positional defense, it might have been much more effective. The "Screaming Eagles" of the 101st Airborne were de-activated after World War II, returning as a training unit in 1948 but not becoming a combat division again until 1956.


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)
  • 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).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

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

Doctrine Prevails over Training
Author TheDoctor
Method Solo
Victor Soviet Union
Play Date 2014-01-28
Language English
Scenario IrCu009

Setup: The Americans spread their forces our pretty evenly throughout the map west of the river, with the main defensive line comprised of the best leaders and the M28 tank destroyers, all within three hexes of the river, so to stop any Soviet crossing along the river. The Soviets maintain three groups, one in the north, one in the center, and one in the south. The center force is half of the force, with the rest of the Soviets split evenly between the two other forces.

Play: The Soviets immediately lay down a cover of smoke in the center and south of the map, and begin advancing on these fronts. Within an hour the Soviets having crossed the river and engaged the Americans in the center and the south. The main backbone of the American defense, the M28's, quickly wither under Soviet AT fire, leaving the American infantry venerable to the combined Soviet force.

After the Soviets breakthrough the Americans' line, the center force splits into two one heading due west, the second moving northward to join up with the Soviet force moving east in the north to hit the Americans in the northern town. Meanwhile, in the south, the Soviets' south force smashes into the Americans in the woods on Board 6.

The second round of assaults go well with the Soviets, reversing their luck, for they had more trouble at the main defenses. The Soviet spend almost four hours dealing with the Americans on Board 6 after the Americans bring up some reinforcements from the rear, and delay the Soviets for fifteen turns. In the north, the Soviets finally clean up the Americans on Board 7, and begin to move eastward.

The Soviets' northern forces splits again, one force hitting the two hex town on Board 17, while the second force swings south, but then back north to attack the four hex town from the woods. After another round of fierce assaults, the Soviets have cleared four boards of American units. However, with only four turns left, the Soviets decline to attack the final two boards.

Result: Soviet Major Victory. The Victory Point Count stands at 114-179, with the Soviets having a lead of sixty-five.

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