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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Smoking Lightning
Iron Curtain #13
(Defender) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 20th "Zvenigorodskaya" Tank Division
United States 2nd "Hell on Wheels" Armored Division
Display
Balance:



Overall balance chart for IrCu013
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 1949-01-01
Start Time 06:00
Turn Count 36
Visibility Day
Counters 104
Net Morale 0
Net Initiative 0
Maps 9: 1, 17, 19, 3, 4, 5, 6, 7
Layout Dimensions 129 x 84 cm
51 x 33 in
Play Bounty 202
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Breakout
Hill Control
Conditions
Entrenchments
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Battle of the Bulge Counters
Eastern Front Maps + Counters
Iron Curtain Base Game
Road to Berlin Maps + Counters
Introduction

The lies of defeated Nazi generals helped give many in the Western military a view of the Red Army as a massive horde overwhelming its enemies with sheer numbers. In reality, the Soviets fielded some very good formations every bit as skilled as any other army's elite. But when numbers were required to carry out a mission, the Red Army was willing and able to put them in the field.

Conclusion

The nature of democratic and communist societies has bred a number of misconceptions amid the things the "everyone knows." The Red Army was not totally heedless of casualties, but willing to suffer them in pursuit of victory when necessary. It only had to satisfy its authoritarian leaders, who could demand sacrifice well past any rational point if they so chose. The U.S. Army, conversely, was not afraid to bleed as it proved repeatedly in World War II and in Korea and Vietnam. But as the armed instrument of a democratic society, it had to be ready to justify the cost to the American people. When the cost could not be justified, the war would be lost, no matter what the opinion of the country's leaders.


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
  • 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)
  • Foot
United States Order of Battle
Army
  • Mechanized

Display AARs (1)

Surrounded!
Author TheDoctor
Method Solo
Victor Soviet Union
Play Date 2014-02-02
Language English
Scenario IrCu013

Setup: The Americans spread their units around the 40-meter level on Board 14, with infantry in the five entrenchments, and the M26's dug in around the Americans. The Americans cannot move until they spot a Soviet unit, and choose to fight it out rather than attempt a breakout through the many Soviet tanks and SMG's.

Play: The Soviets enter on six different board edges, and approach the Americans from all sides at an equal pace so that the Americans are completely surrounded by the time they spot a Soviet unit, releasing them to move. They arrive at the front of the Americans' defensive line on Turn 7, and weather the mild American OF, and prepare for an wide-scale assault.

The Soviets and Americans spend the next three turns exchanging DF, with minimal results on either side, in a attempt to soften the Americans before the big push. The Soviets decide to assault as dawn breaks on Turn 11, and launch the attack, which encompasses all the disrupted and good-moraled American units and leaders on the map.

The Soviets make good progress on the western and eastern sides of the hill, while the Americans in the entrenchments on the poles of the hill take their toll on the Soviets, and survive the assaults for seven turns, and beat off the first wave of Soviet attackers. In the middle of the hill, the Soviets chase down the reduced Americans in the center of the hill.

After three more turns of mopping up Americans, the Soviet force combines, and quickly assault the Americans holding out at the edge of the hill on the 60 meter hexes. The last Americans from the 2nd Armored hold on for three more turns before collapsing completely. The Soviets finally take the entire hill after seven and a half hours.

Results: Soviet Major Victory. The Victory Point Count stands at 62-82, with the Soviets having a twenty point lead.

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