Midnight Cowboy Patton's Nightmare #5 |
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(Attacker) United States | vs | Soviet Union (Defender) |
Formations Involved | ||
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Soviet Union | 52nd Guards Rifle Division | |
Soviet Union | 9th "Bobriusko-Berlinskaya" Tank Division | |
United States | 12th "Hellcat" Armored Division |
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Overall Rating, 0 votes |
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0
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Scenario Rank: of |
Parent Game | Patton's Nightmare |
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Historicity | Alt-History |
Date | 1947-08-27 |
Start Time | 23:45 |
Turn Count | 14 |
Visibility | Night |
Counters | 202 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 4: 15, 16, 18, 22 |
Layout Dimensions | 86 x 56 cm 34 x 22 in |
Play Bounty | 263 |
AAR Bounty | 227 |
Total Plays | 0 |
Total AARs | 0 |
Battle Types |
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Breakout |
Exit the Battle Area |
Inflict Enemy Casualties |
Road Control |
Conditions |
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Off-board Artillery |
Smoke |
Illumination |
Scenario Requirements & Playability | |
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Elsenborn Ridge | Maps + Counters |
Patton's Nightmare | Base Game |
Road to Berlin | Maps + Counters |
Introduction |
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Soviet forces game the 7th Army a bloody nose, but the Russians were forced back onto some defensible terrain nevertheless. The XXI Corps Commander Major General Baldrighi knew no delay could be tolerated. He continued to shell the Soviet positions after nightfall, moving up the 24th Infantry Division to begin taking positions held by 10th Armored, and positioning 12th Armored Division elements to execute a breakthrough at midnight while follow-up elements would continue to mask the Soviets left behind. |
Conclusion |
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This battle presents the American player with the toughest of challenges; a breakthrough while maintaining a defensive line against a likely counterattack. The Soviet player faces a similar challenge: defeat an enemy attack, and failing that, try to penetrate enough to cut off the advancing units from their line of communications and supply to disrupt their advance. If the Soviets want to hold Berlin they must stop the American advance somewhere. If not here, then they must at least buy time for units further back who are digging in. |
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 in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts. (danradz
on 2011 May 04)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice." (Shad
on 2010 Dec 15)
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