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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Low Speed Assault
Land Battleships #1
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for LaBa001
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Land Battleships
Historicity Alt-History
Date 1941-06-21
Start Time 07:00
Turn Count 48
Visibility Day
Counters 17
Net Morale 1
Net Initiative 1
Maps 6: 1, 2, 4, 5, 6, 8
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 189
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Scenario Requirements & Playability
Fire in the Steppe Maps + Counters
Land Battleships Base Game
Introduction

The T-35 heavy tank had been designed to assault enemy fortified positions, which put it at a tremendous disadvantage on the mobile battlefield. A division fully equipped with the huge tanks, and able to get them to the front, would probably be best deployed against enemy infantry — if the Red Army had the luxury to make that sort of distinction in the chaotic early days of the German invasion.

Conclusion

The T35 made up for its weak armor and massive target profile with low speed and poor mechanical reliability. Masses of them would have been difficult to turn back, but even the improved versions were vulnerable to the Germans' lightweight anti-tank guns.

Additional Notes

Scenario may be played with maps and pieces from Eastern Front Deluxe.


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).
  • 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
  • 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

Germany Order of Battle
Heer
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (6)

6 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (2)

Snails Pace Assault
Author Juiceman
Method Solo
Victor Germany
Play Date 2022-01-01
Language English
Scenario LaBa001

This scenario was 48 turns long, the Soviets would need every bit of those 48 turns if they were to have any chance at winning this scenario. The Soviet Juggernaut started out strong and made steady but slow progress, but they lost all momentum on the outskirts of the final objective, the large town on board 2, lacking infantry and artillery support the Soviet assault of the town floundered with heavy tank losses.

0 Comments
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Should be titled No Speed Assault
Author Dan_Huffman (Soviet Union)
Method Face to Face
Victor Germany
Participants Warhawk1955
Play Date 2018-12-17
Language English
Scenario LaBa001

he Germans are defending their position with an infantry division. The AT unit is enough to thwart the USSR armor. The map has two 20 meter one hex hills. Bruce put his 105 5-6 batteries on each hill to control the map. The rest of his units are on the edge. The 5 - 6 at 6-9 hexes are 2 AT values. So are my tanks. I was going to go to the hill and DF them with 3 or 4 of them in two hexes. Does not work. Yes my tanks have a range of 5 w/a -2 to DF (Dug-In, uphill, >2 hexes). The 105 have full 5 point against my tanks 2 AT defense value.

I went along the edges to exit the map. I kept rolling bad on the morale checks. His OBA and on map artillery got some X's. The Soviets failed (DZ'ed) and with a 7/6 morale hard to 5 or less to recover to disrupted.

Loading troops on trucks is asking for losses. Moving by foot is going to run out the clock in German favor.

This is for collectors.
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