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
Errors? Omissions? Report them!
No Time
Maple Leaf Brigade #1
(Defender) Canada vs Soviet Union (Attacker)
Formations Involved
Canada 27th Brigade Group
Soviet Union 207th "Berlinskaya" Rifle Division
Display
Balance:



Overall balance chart for MaLB001
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Maple Leaf Brigade
Historicity Alt-History
Date 1951-10-01
Start Time 08:00
Turn Count 20
Visibility Day
Counters 121
Net Morale 1
Net Initiative 1
Maps 2: 22, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 188
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Meeting Engagement
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Ridge Maps
Hammer & Sickle Counters
Maple Leaf Brigade Base Game
Road to Berlin Counters
Introduction

Rushed to Germany during the summer of 1950, the Canadian 27th Brigade Group had had no time for large unit exercises. But many of its men and almost all of its officers had combat experience, and as volunteers their morale was excellent even if their equipment was not. When troops of the Soviet 3rd Shock Army smashed through the border fences and began their drive on Hannover, the Canadians – already seen as the British Army of the Rhine’s “fire brigade” – hopped into their Kangaroos and went into action.

Conclusion

While the Soviets spearheaded their attack with regular divisions, the Soviet Army (formerly the Red Army) remained a conscript force and at a decided disadvantage in terms of morale and unit cohesion when faced with the Canadian volunteers. Even though the Soviets had tank support and the Canadians did not, it was the Soviet division that reeled back with a bloody nose from this first encounter.

Nevertheless, during the early phases of the offensive, NATO units were very lightly sprinkled throughout the operational area. Any breakthrough would have a significant impact on the cohesion of the BAOR front and it was essential to not only fight the Soviet units to a standstill but to take the initiative away. Each Soviet unit which lost the will to advance was one that NATO and the BAOR could ignore in the short term.


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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Canada Order of Battle
Army
  • Mechanized
  • Motorized
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized

Display Errata (2)

2 Errata Items
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)

Blame Canada
Author scrane
Method Solo
Victor Canada
Play Date 2019-10-09
Language English
Scenario MaLB001

If the Soviets ever attacked Western Europe and failed to achieve their objectives, you can be certain it would have been due to the stout defense of the Canadian Army. In this scenario, two Soviet mechanized battalions stiffened with a reinforced company of T44s attacked a mechanized battalion of Canadians. It was essentially a meeting engagement, with both sides moving onto the map at start of play. The Canadians had to defend some towns and try to prevent Soviets exiting the Canadian edge.

The Canadian plan was to deploy companies of infantry in the south and central city areas, with a further company deployed in the fields to the north. They had two good AT guns backing their line. The Soviets came on with their two battalions attacking in parallel in the center and northern sectors, with 2 platoons of T44s supporting each battalion. They deployed a scratch machine gun battalion cobbled together from the two infantry battalions in the south.

The wheels came off the Soviet bus pretty rapidly. The Canadian occupied their positions with alacrity and were ready for their attackers. The Soviet attack in the center moved ahead with support from all the tanks while the northern battalion loitered for an hour or so. The MGs in the south deployed aggressively to take the southern town but suffered heavy casualties in the approach. In the center the attack became pretty disorganized but contact was achieved under cover of smoke. The tanks were steadily getting popped by the AT guns. The center battalion expended itself pretty uselessly, their poor morale and leadership not allowing any offensive moves once they were in contact. The northern battalion made a dash for the weak left flank of the Canadian position but was harassed by artillery fire, and halted by the Canadians reserve of two platoons. As the southern and central Soviet thrusts withered, spirited Canadian counterattacks rolled up both forces and drove into the flank of the now disorganized northern force. The Soviet Kommisar fled, demoralized. Multiple overruns and extended assaults by Canadians in Kangaroos ended the Soviet attack after only 2.5 hours.

Major Canadian victory.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.292 seconds.