Vorontsovo I Panzer Grenadier #37 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 16th Infantry Division | |
Soviet Union | 169th Rifle Division | |
Soviet Union | 47th Tank Division |
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Overall Rating, 3 votes |
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2
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Scenario Rank: --- of 940 |
Parent Game | Panzer Grenadier |
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Historicity | Historical |
Date | 1942-01-18 |
Start Time | 08:00 |
Turn Count | 18 |
Visibility | Day |
Counters | 76 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 3: 1, 2, 8 |
Layout Dimensions | 84 x 43 cm 33 x 17 in |
Play Bounty | 144 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Surprise Attack |
Urban Assault |
Conditions |
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Entrenchments |
Off-board Artillery |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
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Panzer Grenadier | Base Game |
Introduction |
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SOUTHWEST FRONT: With the invaders reeling from both the harsh winter weather and the ferocious Soviet resistance, the Red Army counterattacked the Germans all along the front. At the boundary of two German army groups, the Soviets sent forward a tank-infantry force to take advantage of command confusion. |
Conclusion |
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The Soviet tank-infantry teams broke through the German line and overran the service and support units behind the front. While German commanders dithered and argued over responsibility for stopping the attack, the Soviets rushed to liberate Kursk. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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4 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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Catastrophic Soviet Breakthrough | ||||||||||||||
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This was a disasterous 3-session play-through for the hapless German defenders that were crushed by the combined arms onslaught ably led by my opportunistic & flexible rookie opponent. I played the nearly helpless German side in this unbalanced, 18-turn scenario. Both sides had poor leader draws, and we played with the FOW, excess initiative, consolidation and extended assault optional rules. There were 6 FOW-shortened game turns, out of 18 in our play through. A combined total of 15 utterly fruitless combat 7-die rolls were thrown in the 3 sessions that we played. Everything that could possibly go wrong for the defending Axis side occurred in this play-through. The Soviets poured through the German lines inflicting casualties left and right from game turn 3, on. All Soviet close assaults were successful and no German counter attacks succeeded. This one is best played as a SOLO engagement as there is comparative little that the Axis player can do to stem the fast-moving Russian tide with the inadequate resources available. This one got a very generous 2 from me, only because of the fun we had. It was clearly not play tested for balance, but is likely a historically accurate conflict simulation. |
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