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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Order of the October Revolution
Iron Curtain #17
(Defender) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 10th Guards "Uralsko-Lvovskaya" Tank Corps
United States 1st "Old Ironsides" Armored Division
Display
Balance:



Overall balance chart for IrCu017
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 1950-07-02
Start Time 08:00
Turn Count 48
Visibility Day
Counters 226
Net Morale 0
Net Initiative 0
Maps 8: 10, 14, 17, 18, 20, 6, 7, 9
Layout Dimensions 112 x 86 cm
44 x 34 in
Play Bounty 232
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Bridge Control
River Crossing
Road Control
Urban Assault
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Battle of the Bulge Maps + Counters
Eastern Front Maps
Iron Curtain Base Game
Road to Berlin Maps + Counters
Introduction

When North Korean tanks crashed into the South, many believed that a Soviet attack on West Germany had to be imminent. The United States had slowly begun to increase its forces in Europe in 1948, and this became much more urgent once war broke out in the Far East. The "steamroller" strategy of the 1970s still lay in the future, but the Red Army of 1950 would have been a dangerous opponent nonetheless.

Conclusion

Another of the elite American armored divisions during the Second World War, there's no reason to doubt the "Old Ironsides" would have continued the tradition had it enjoyed continuous service after the war's end. One of the Red Army's most decorated units, Tenth Guards Tank Division formed in early 1943 from volunteers from the huge tank factories of the Urals, whose fanatical desire to fight the Nazi invaders could no longer be contained. They earned Guards status at Bryansk that summer, and as 10th Guards Tank Corps fought all the way through Prague and on to Berlin.


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).
  • 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)
  • 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)
  • Foot
  • Mechanized
  • Motorized
Guards
  • Motorized
  • Towed
United States Order of Battle
Army
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Time for Soviet Swimming Lessons
Author TheDoctor
Method Solo
Victor Soviet Union
Play Date 2014-02-12
Language English
Scenario IrCu017

Setup: The Americans split their defense force into two separate group to defend each of the east-west roads across the map, but also place a group on the two hex island in the middle of the river on Board 20. They keep some of their units behind the main line so that the Soviets must run down the entire road to win the battle.

Play: The Soviets decide to use their overwhelming superiority in armor numbers to rush the American positions on the bank of the river. Within the first hour of the game, the Soviet armor is only two hexes from the American armor. The American armor shoots and takes out a few steps of Soviet tanks, and begin a tank duel across the river. The Soviets return fire the next turn, and after another round of volleys, the American armor is completely decimated.

Thus, the Soviets move up their foot soldiers to assault the American positions. Unfortunately, the Soviets cannot directly assault the island hexes without bringing up their engineers in the north, but American artillery and opportunity fire make sure that the engineers never arrive. The Soviets decide to assault the bridge hexes, and begin the heavy fighting.

Meanwhile, at the island hexes, the Soviets can only move adjacent and exchange fire with the American units dug-in on the island. The exchange does not go as well as the exchange of AT fire did for the Soviets. The Soviet contingency attacking the Americans is all but destroyed, and the Soviets must rely on their attacks on the bridges to win the game.

The Soviets manage to break through on both roads across the rivers and steamroll the America reserves behind the main line. Soviet units have recovered and attempt to take the island hexes, but their second attack fails as well. The Soviets have to take solace in the fact the Americans units in the river are completely surrounded by the advancing Soviet units.

Result: Major Soviet Victory. The Victory Point Count stands at 88-196, with the Soviets having a 108 point lead.

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