The End of Hope Little Saturn #8 |
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(Defender)
Germany
(Defender) Italy |
vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 213th Infantry Division | |
Germany | 27th Panzer Division | |
Germany | 318th Infantry Regiment | |
Germany | 385th "Rheingold" Infantry Division | |
Germany | 539th Infantry Regiment | |
Italy | 5ª Divisone Fanteria "Cosseria" | |
Soviet Union | 267th Rifle Division | |
Soviet Union | 564th Rifle Regiment | |
Soviet Union | 59th Guards Rifle Division | |
Soviet Union | 604th Rifle Regiment |
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Overall Rating, 1 vote |
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4
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Scenario Rank: --- of 940 |
Parent Game | Little Saturn |
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Historicity | Historical |
Date | 1942-12-17 |
Start Time | 07:00 |
Turn Count | 24 |
Visibility | Day |
Counters | 389 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 6: 1, 14, 16, 21, 3, 5 |
Layout Dimensions | 129 x 56 cm 51 x 22 in |
Play Bounty | 274 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Exit the Battle Area |
Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Entrenchments |
Off-board Artillery |
Reinforcements |
Severe Weather |
Smoke |
Terrain Mods |
Scenario Requirements & Playability | |
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Battle of the Bulge | Counters |
Eastern Front | Maps + Counters |
Fronte Russo | Counters |
Little Saturn | Base Game |
Road to Berlin | Maps + Counters |
Introduction |
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The 16th of December disappointed the Soviet high command when comparing their achievements to the battle plans. Although the front had been pushed forward, the advance gained two kilometers at most. That night the Soviet command decided that the following morning the tank corps, planned to be used in the exploitation phase only, would now join the attack. In the meantime, the Axis minefields were to be removed by infantry with the help of dismounted tankers. On the Italian side, the situation appeared gloomy, but not all hope had been lost. The German 6th Army advised General Giovanni Zanghieri, II Corps commander, that at last he could fully employ the 27th Panzer Division for support. Until now, the division commander, Colonel Hans Troeger, had only granted piecemeal use of his command. Further good news came with the announcement that two more divisions, the Julia Alpini and the German 387th Infantry, would soon be available. The Axis plan for the morning of the17th was for 27th Panzer to attack eastward to reestablish the link with the Ravenna Division. Elements of the Cosseria Division would provide flanking support. |
Conclusion |
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The outcome was completely different from Italian hopes. The 17th Tank Corps supported by the 197th Rifle Division attacked the sector held by the Cosseria Division and the German 318th Regiment. The Russians soon captured the villages of Orobinsky and Dubikof and continued advancing. At that point they met the German reinforcements that, rather than attacking eastward as planned, were diverted to strike northeast toward Dubikof in order to give support to the 318th Regiment. The German armor force was trashed, losing 20 tanks and crippling the 27th Panzer Division's offensive capability. This battle cost the Italians dearly, too. Most of their batteries were uncovered when the defending ground forces were overwhelmed. They lost nearly 90% of the artillery due to overruns by enemy tanks or infantry, sometimes because the artillery tractors ran out of fuel. It was soon clear that the envisioned defensive line was not feasible. Nevertheless, the defenders struggled mightily and succeeded in delaying a complete breakout for another day at the exchange for 30 kilometers of penetration and a number of wrecked units. The Soviets had achieved a clear success at a heavy cost to their own units. |
Additional Notes |
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Artillery is from the Cosseria division, therefore upgrade 75/27 howitzers to 75/18 howitzers, as per special rule 16. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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8 Errata Items | |
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Scen 8 |
The fuel shortage applies only to Italians. (ricer
on 2011 Jun 21)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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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)
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The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4. (plloyd1010
on 2016 Jul 25)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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We accidentally chose a monster! | ||||||||||||||
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Within an hour of unpacking and flipping through Little Saturn we determined we would choose a scenario and set it up that night. Little did we know it would remain set up for a month! Is this the biggest scenario in all of PG-dom? With 6 maps and something around 400 combat units/transports it must be in the running. Set up and the first turn took almost two hours, and we closed shop for the night, not meeting again until 4 or 5 days later. This is the way the game would go...play a turn or two, walk away for 4 or 5 days, play a couple turns...etc. It was an ordeal, but well worth doing, for sure. The Italian/German forces are, typically, smaller in number than the Soviet juggernaut that seems to enter several companies of units each turn for the first several turns, and it is quickly apparent that the Axis plan will be to delay the progress of the Soviet forces. There's not much else to hope for. The Soviet has 24 turns to achieve 3 or 4 of 4 Victory goals: - destroy 40+ Axis steps - control three villages - exit 7 tanks off map (about halfway across the map from the Sov entry point) - have 7 tanks on the West edge of the playing area (after entering from the East, three maps away) As the Soviet player I just tried to keep things moving, swarming the towns with assault stacks and leap-frogging my arty and AT teams. Rich, the Axis player, carefully placed high-morale leaders in the villages, knowing they could buy an extra turn or two if assault combat could be drawn out with some timely rallies. He also did a great job positioning his mortars and long-range arty; every turn I had to look forward to 45 points of Italian shells raining down on a single stack , and by turn 24 I was still 5 hexes away from those darn guns! Mistakes were made. I had split off a considerable force to the South to try and sneak around to the exit point (see third Victory condition, above) but Rich had me covered pretty well and it took 10 turns just to get out the forest on the South-east corner. In fact, any and all areas where the Axis chose to dig their heels in seemed to take ages to clear out. They would lose a lot of units, but would gain valuable time. Eventually, with his force pool down to perhaps 15-20%, little or no armour and the three "Victory towns" in Soviet hands, things looked grim for the Italo-Germans...but the delaying strategy had paid off; turn 24 came and went with the Soviets 4 tanks short of Victory conditions 3 and 4, resulting in a Minor Victory for the Italian side. Good fun, a real head scratcher at times, but a fair bit longer than I would normally choose to take with a single scenario. We'll try a few smaller ones, now. |
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4 Comments |
Mo, this sounded epic and is obviously one I'll have to get on the table with my regular ftf gaming partner. Thanks for sharing
Sounds great but why is this listed as a solo play?
Oops. Error. I'll change that if I can.
I very much admire that you looked at the maps and OOB, realized this was a beast, and went ahead and tackled it anyway! I really believe that bigger is better when it comes to the PG system. I'm glad your time invested proved satisfying!