Night Ride through the Caucasus Panzer Grenadier #14 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 198th Infantry Division | |
Soviet Union | 11th Guards Cavalry Division | |
Soviet Union | Azov Flotilla | |
Soviet Union | Maikop Tank Brigade |
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Overall Rating, 4 votes |
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3.25
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Scenario Rank: --- of 940 |
Parent Game | Panzer Grenadier |
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Historicity | Historical |
Date | 1942-08-01 |
Start Time | 02:00 |
Turn Count | 20 |
Visibility | Night |
Counters | 80 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 2: 2, 3 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 140 |
AAR Bounty | 165 |
Total Plays | 3 |
Total AARs | 2 |
Battle Types |
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Urban Assault |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Panzer Grenadier | Base Game |
Introduction |
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NORTH CAUCASUS FRONT: As the Germans began Operation Braunschweig to capture the Caucasus region, Soviet troops put up fierce resistance. At Kuschevskaya along the Yeya River, Cossack cavalrymen supported by the Black Sea Fleet's Azov Flotilla and a scratch tank brigade of training vehicles made a daring nighttime assault on the Germans to disrupt their upcoming advance. |
Conclusion |
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Infantry support for the attack never materialized, but the Cossacks cut their way through the defenders, inflicting over 1,000 casualties and leading off 300 prisoners. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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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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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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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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No Armor, but Illumination Serves the Soviets Well | ||||||||||||||
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This was a 5-session scenario with the tenacious Treadasaurus winning the coin toss and leading a large Soviet cavalry and tank, nighttime attack vs. my solid German infantry in a pair of towns and some woods. We played with the FOW, excess initiative and smoke/illum optional rules. We drew crummy sets of leaders, but the Soviet ones were slightly better. The Soviet side also had MUCH better luck in morale recovery rolls. By the end, the Russian cavalrymen and tankers that survived the stubborn defenders had captured all the required town hexes for a win. This was a costly one for both sides! Others have already covered this battle in-depth, so I will just say that a few well-timed, illuminated attacks made all the difference in our play-through. There was limited scope for maneuver in this one, and the Soviet CAV units hard a hard time getting where they could do the most damage. Unfortunately, I did not set up as well as I should have, and the rather porous German defense, proved easier to penetrate than I had hoped. Losing the German senior officer during turn 11 made for chaos and confusion in one of try 2 town as the Russians advanced from the south. As is his want, my opponent concentrated on destroying the German's AT guns a priority in close assaults, bombardments and adjacent-hex shoot 'em ups. In later turns, with adjacent-hex firefights, the T-35 made the difference repeatedly, in spite of the many useless, combat 7-die rolls thrown by both sides. We had fun with this scenario, but I think that this was much harder pull for the Bolshevik player and his more mobile force. Without illumination, this was a very close scenario. Key Soviet decisions and the exploitation of the gaps in the Axis lines are a crucial piece of this scenario. I like it enough to award a solid, 4 and recommend it for solo or shared play as it is a great way to learn how to maneuver in mixed terrain and fight at night. |
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0 Comments |
Panzer Grenadier Scenario 14 | ||||||||||||
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This scenario shows a large Russian cavalry and tank attack at night, against an infantry force of Germans fortified in 2 towns. The Russians must capture all of the town hexes to win, which is never easy. However, due to night visibility, careful maneuvering of their T-35s can provide them with a heavy base of fire power to lay down, without getting eaten up at range by AT Guns. The Germans put all of their MGs and AT/ART in the town on board 3 in order to intercept the Russian tanks as they try to link up with their Cavalry. They place a large infantry force in the woods north of the board 3 town, with their mortars to block the terrain, leaving the advancing tanks only the option of the town or woods to travel through, either way going through German defenses. The rest of the German INF and CAV set up in the town on board 2 as a reserve force. The Russians moved their armored cars and tanks across the bridge and into the open terrain between the woods/town/river. Here they could lay down fire support for a CAV attack against the town, but that was the extent of what they could do until the CAV arrived. They hoped that the CAV would assault the town before they would be pinned down by assualting German infantry from the woods, and fired upon by then moved AT guns from the town. It was risky, but sitting on the other side of the river would ensure the CAV would fail anyway. The Russian CAV moved up the south end of board 3 towards the town, on the west side of the river (there was no room to pull up the east bank of the river and cross the bridge due to the tanks). The Germans moved out thier reserve force from the town on board two and engaged the CAV left in the open terrain. This ended up in a series of 3 assaults that the Germans came out on top on due to their morale advantage. In the north, the Germans assaulted the tanks, but the T35s made them pay dearly for it. The Germans moved their MGs south from the town of board 3 to engage the CAV tied into asssault which became the deathblow. Russian concedes at this point, German victory. Fun scenario with a lot of options for the Russians with how to coordinate their CAV and tanks, unfortunately none of them seem that great : / |
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