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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Fly By Night
Maple Leaf Brigade #3
(Defender) Canada vs Soviet Union (Attacker)
Formations Involved
Canada 27th Brigade Group
Soviet Union 207th "Berlinskaya" Rifle Division
Display
Balance:



Overall balance chart for MaLB003
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Maple Leaf Brigade
Historicity Alt-History
Date 1951-10-03
Start Time 21:00
Turn Count 40
Visibility Night
Counters 193
Net Morale 1
Net Initiative 1
Maps 2: 24, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 213
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Elsenborn Ridge Maps
Maple Leaf Brigade Base Game
Road to Berlin Counters
Introduction

The Red Army crushed the fascists in the Great Patriotic War thanks to the mobility of their mechanized formations and the soundness of their deep battle operational doctrine. For the next war, the newly-renamed Soviet Army planned to execute the same doctrine, but now all of its formations would be mobile. They would still have to dismount and deal with organized resistance, however.

Of course, the mobility of the Soviet forces worked best against the horse drawn transport of the non-mechanized forces of the Nazi empire and its allies. How it would work against an opposing highly mobile defense, especially at night was an open question.

Conclusion

Fighting in positional defense took away the Canadians’ advantage of mobility, but did allow them to channel the Soviet advance toward their deadly anti-tank guns. But the Canadians would need armor of their own to deal with the big Soviet tanks; as had been proven in Korea, the spring-loaded PIAT anti-tank weapon might as well have been the child’s toy it resembled when faced with the T34/85 or T44.

The Soviets typically disdained lessons from other armies as being less applicable to their doctrine and force structure. They did, however, notice the impact of the deep penetrations and the road interdiction pursued by the North Koreans and intended to use that approach against the western European armies which depended heavily on secure movement avenues behind their front.


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.
  • 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

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

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)

What a Rush
Author scrane
Method Solo
Victor Canada
Play Date 2019-11-21
Language English
Scenario MaLB003

This big battle used most of the Canadian toys in this set. Two Canadian battalions supported by some armored cars, AT guns, and a reinforcing company of Centurions had to stop a reinforced Soviet motor rifle regiment of three battalions of infantry, one of SMGs, a bunch of MGs, some AT guns, and a battalion of tanks consisting of 4 platoons of T34s and 5 of T44s. It was a big battle packed into two maps.

The night attack by the Soviets was to secure town hexes and high hill hexes, and inflict Canadian losses. The Canadians chose to place their Kangaroo mounted battalion forward, spread across the line in company strength positions. The foot battalion was dug in along the line of hills in the rear.

The Soviets sent two battalions and a provisional battalion of MGs to attack in parallel, pinning the Canadian front and opening their right flank for exploitation by tank and truck-mounted follow on battalions.

Soviet plans rarely survive contact with Canadian infantry. In this case the Soviet MG battalion swept the northernmost town of Canadian defenders, who chose to fall back instead of face the withering Soviet fire. In the center, the Soviet attack on the main town was stymied by stout Canadian defense, as in the south, where two dug in platoons held up a battalion long enough for reinforcing infantry and MG platoons arrived to help them pulverize the Soviet force.

But an opening was found in the thin Canadian line, and Soviet hordes poured through, smashing into the southernmost second line hill defenders. This is where the Soviet attack ground to a halt. Mobile Canadian platoons carried out multiple local counterattacks along the Soviet flank and rear. Losses mounted rapidly. After about 4 hours of battle the Soviets had enough.

They lost more than 2 battalions of infantry, almost the entire battalion of tanks. The Canadians lost a few platoons.

Major Canadian victory.

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