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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Closer to the Heart
Maple Leaf Brigade #9
(Attacker) Canada vs Soviet Union (Defender)
Formations Involved
Canada 27th Brigade Group
Soviet Union 14th Guards Mechanized Division
Soviet Union 207th "Berlinskaya" Rifle Division
Display
Balance:



Overall balance chart for MaLB009
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Maple Leaf Brigade
Historicity Alt-History
Date
Start Time 11:00
Turn Count 20
Visibility Day
Counters 91
Net Morale 0
Net Initiative 1
Maps 2: 23, 25
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 180
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Elsenborn Ridge Maps
Hammer & Sickle Counters
Maple Leaf Brigade Base Game
Road to Berlin Counters
Introduction

The unexpected collapse of 207th Motor Rifle Division, considered a very solid force before this new war began, troubled the Group of Soviet Forces Germany commander, Vasiliy Chuikov. Losses had never bothered the hero of Stalingrad, who had fed divisions into the meatgrinder throughout the latter half of the Great Patriotic War. But the oncoming Canadians would have to be delayed long enough for second- and third-echelon forces to take over the front lines and hurl the capitalists back.

What could not be permitted would be for the capitalists to turn the tables and penetrate the socialist armies' support service and command centers. Indeed, the Canadian spearhead had already caused a reduction of the main attack against the Americans. If they were able to pass through the Soviet defense they could pierce the heart of the logistical support for both the northern and central fronts in Germany.

Conclusion

The arrival of fresh formations on the battlefield finally slowed the Canadian advance, allowing Chuikov to divert more forces to his central front. The British had been considered soft, concerned only with banking and puddings, and their colonial servants even less capable. Marshal Chuikov would not disappoint Great Stalin again. The enemy’s counter-offensive would be stopped and Third Shock Army, now augmented by Third Guards Mechanized Army, would take the Ruhr and liberate its working class.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
  • Misc
  • Motorized
Soviet Union Order of Battle
Guards
  • Mechanized
  • Motorized

Display AARs (1)

Not much of a speedbump
Author scrane
Method Solo
Victor Canada
Play Date 2020-10-14
Language English
Scenario MaLB009

In this scenario the Canadians are attacking down two boards end-to-end, with a weak Soviet tank-infantry force trying to prevent them from exiting 10+ steps from the far end. The Canadians formed into four equal infantry/tank task forces and advanced with two in parallel, with the other two following to exploit any opening. The Soviets achieved some hits on the Canadian Centurions with their T44s and Su101s, but these were quickly dealt with and their best punch had been thrown. After 10 turns (of 20 in the scenario) the Soviets were mostly defeated and were unable to prevent the Canadians from driving their entire force off the east end. Major Canadian victory.

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