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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Land Battleship Battle
Land Battleships #2
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for LaBa002
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Land Battleships
Historicity Historical
Date 1941-06-22
Start Time 07:00
Turn Count 40
Visibility Day
Counters 199
Net Morale 1
Net Initiative 0
Maps 8: 1, 2, 3, 4, 5, 6, 7, 8
Layout Dimensions 112 x 86 cm
44 x 34 in
Play Bounty 247
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Scenario Requirements & Playability
Fire in the Steppe Maps + Counters
Land Battleships Base Game
Introduction

While the T-35 had been designed to break through fortified positions, its creators knew it might have to face enemy tanks, and gave it a pair of anti-tank guns for this purpose. They had not anticipated the fast-paced tank battles that erupted around Brody and Dubno in June 1941, but few had before the outbreak of war.

Conclusion

The big tanks had enormous firepower to match their size, but the smaller German panzers had the edge in both speed and gunnery range. None of the actual T35's lost in combat appear to have been victims of German tanks. In this huge scenario the Germans wield large numbers of Czech-made light tanks which see no use in Fire in the Steppe (they served in panzer divisions deployed well to the north) so this is a chance to break those out.

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
  • Motorized
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 495

One unit from Eastern Front has a direct firepower of 3-5 on its reduced side instead of the normal 4-5

(garbare83686 on 2023 Nov 26)
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 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 (1)

Land Battleship Battle
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2022-01-01
Language English
Scenario LaBa002

The big tank battle took place on boards 4 and 6 pitting German armor efficiency and mobility against Soviet AT fire power of 4, 6 & 7, depending on the firing tank & target the Soviets would only need a dice roll of 6-9 on the AT table to KO a German step. The tank battle come down to who won the initiative and got to shoot first, the Germans had the upper hand at first but that all changed when the Soviets got some double step losses from their SMKs, T28Cs and T35Cs against the Pz-IIIs. After that it was downhill from there for the Germans.

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