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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Lucky Charms
Patton's Nightmare #6
(Defender) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 9th "Bobriusko-Berlinskaya" Tank Division
United States 67th Armored Regiment
Display
Balance:



Overall balance chart for PaNi006
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Patton's Nightmare
Historicity Alt-History
Date 1947-08-28
Start Time 04:00
Turn Count 10
Visibility Day & Night
Counters 38
Net Morale 0
Net Initiative 1
Maps 1: 25
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 150
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Patton's Nightmare Base Game
Road to Berlin Counters
Introduction

A couple hours after the breakthrough toward Stendahl, Captain Brien and SSgt Foulkes had been discussing the relative merits of their lucky charms, a rabbit's foot and a four leaf clover respectively, as they waited for follow-on forces to catch up. They'd recently "brewed up" two enemy T34/85s in as many minutes with their M26, and were feeling pretty smug about the efficacy of their lucky charms when all hell broke loose.

Conclusion

This blundering into the enemy in the dark is typical of wars in this period. Until the advent of night-vision devices and aerial surveillance that pierces the gloom, soldiers fighting at night need to rely on their wits and good tactics (or good lucky charms). The player who can use the darkness to greatest effect and score victory points will be the winner.

Additional Notes

G2 note: The 67th Armored Regiment was always part of the 2nd Armored Division. It remained with the 2nd Armored after WW2 and would be unlikely to be transferred in an alternate history.


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
  • Assault Gun: if closed-top, 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).

Display Order of Battle

Soviet Union Order of Battle
Army (RKKA)
  • Motorized
  • Towed
United States Order of Battle
Army
  • Foot

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)

Patton’s Nightmare, scenario #6: Lucky Charms
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2012-09-04
Language English
Scenario PaNi006

I love the Cold War material like: Iron Curtain, Secret Weapons & Polish Steel as a good side game within PG and Patton’s Nightmare just adds on this good sub-set of a game.

Now for the bad part, on this scenario, the Soviets setup must be ERRATA or the map setup diagram must be off, as it is now, the Soviets setup right on the edge of their victory exit objective and could simply exit all their units on turn one and win! So as the scenario is written now, the Soviets win on turn one!

So I played that the Soviets start setup anywhere within four hexes of the eastern edge of the map, as I still wanted to play this scenario in some way. The Soviet got hammered in the middle of the map in my alternative setup and game play and the Americans won 50 points to 12 points of various victory point objectives. For these two reasons, I have to rank this scenario only a 2.5 and I feel odd recording a Soviet victory based on the setup, as setup correctly, the Americans would most likely win the majority of plays.

On a positive note, there looks to be many better scenarios in Patton’s Nightmare to enjoy and I will be playing more of these this year for sure!

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