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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Dog Eat Dog
Maple Leaf Brigade #2
(Defender) Canada vs Soviet Union (Attacker)
Formations Involved
Canada 27th Brigade Group
Soviet Union 10th Guards "Uralsko-Lvovskaya" Tank Corps
Display
Balance:



Overall balance chart for MaLB002
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 1951-10-02
Start Time 08:00
Turn Count 32
Visibility Day
Counters 150
Net Morale 0
Net Initiative 1
Maps 3: 22, 23, 24
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 204
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
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

Unable to stop the Soviet onslaught, the British Army of the Rhine set out to delay the attackers, as pre-war planning directed. The newly-formed NATO alliance needed time to mobilize its troops and bring them to the front; it would be up to the Canadian Brigade Group to buy them that time. The brigade had been designed for just such a task, among others, with a strong recon element and high mobility.

Conclusion

Many of the Canadian officers and men who were fighting the Soviets had seen combat against the fanatical SS in Normandy or German paratroopers and regular Heer units in the Netherlands. They knew that it wasn't necessary to destroy attacking units completely; it was necessary to crush their will to advance. While the Germans would break it took multi-day battles and significant losses to cause them to resign the initiative and accept a passive role. Intelligence indicated that it would take less to demoralize the Soviet Guards and much less to do so to the RKKA units.

Of course, accomplishing this required the Canadians to avoid becoming similarly dispirited. With fully-tracked, fully-armored personnel carriers, the Canadians could protect their infantry against much of the firepower the Soviets could throw at them – except for the high-velocity 85mm guns of the new T44 tanks. The powerful 17-pounder anti-tank guns could deal with even these beasts, but they lacked mobility. In order to stop the enemy tanks, the Canadians were going to need to deploy their own tanks.


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
Guards
  • Mechanized
  • 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)

Soviets want a do-over
Author scrane
Method Solo
Victor Canada
Play Date 2019-10-30
Language English
Scenario MaLB002

This is a fun scenario, and I think I learned a lot about tactics that I really should have understood by now. The Canadians are defending a road and towns from Soviet attack. They have a battalion of mechanized infantry, a squadron of recce cars and 3 batteries of excellent AT guns. I deployed them in depth on the western 2 of 3 boards, with one company (including the battalion mortars) and 2 AT guns defending a ridge line and town on the middle board, a second company defends the main town on the westernmost board and the last company in reserve behind them. The recce a/c are deployed in a screen in front of the Canadian position, mostly in light woods along the southern edge.

The Soviets repeat their tactical mistake from scenario 1, splitting their force into two parallel battalion strength attacks, one aimed at or bypassing the northern ridge, one aiming at the first defended town just south of the ridge. An extra few company of infantry were going to secure the Soviet southern flank, and a battalion of T44s with SMG tank riders were divided between the assault battalions.

The Soviets were guards, and had fantastic leadership. Their attack was proceeding well, but at they moved into engagement range of the northern ridge the battalion cohesion was lost. Significant tank losses. In the center, the Soviets decided to bypass the town and press on into the heart of the Canadian position. They lost their momentum and were pinned down by a Canadian counterattack. After about 4 hours, the Soviets had suffered 50% casualties, and I called the game. The Canadians had suffered barely a scratch.

The mistake I keep making with the Soviets is to fail to attack in echelons. I'm putting 90% of their combat power on line, instead of concentrating it against a single point in waves. Every attack loses cohesion and momentum, and the Canadians are able to counterattack and stop the Soviets completely. It was easy in Scenario 1 against weakly led RKKA, and still very easy against much more respectable Guards here. Canadian 27th Infantry Brigade has badly bloodied two regiments of Soviets with almost no losses so far. Time for Ivan to get smart and use his numbers correctly.

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