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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A Soldier's Duty
Patton's Nightmare #13
(Defender) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 372nd Rifle Division
Soviet Union 6th Guards Mechanized Brigade
Display
Balance:



Overall balance chart for PaNi013
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Patton's Nightmare
Historicity Alt-History
Date 1947-08-30
Start Time 05:30
Turn Count 12
Visibility Day & Night
Counters 91
Net Morale 0
Net Initiative 1
Maps 1: 17
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 165
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Illumination
Scenario Requirements & Playability
Elsenborn Ridge Counters
Patton's Nightmare Base Game
Road to Berlin Maps + Counters
Introduction

Duty, Honor, Country ... the motto of West Point immortalized in the words of General Douglas MacArthur in 1962. It's a simple yet powerful phrase to guide warriors when times get tough. As a 1936 West Point graduate Lieutenant Colonel Terry Boldt knew and lived those words. Now, in the predawn hours of the fifth day of this campaign, Boldt knew his men had to protect the right flank of the VI Corps as it continued to bulldoze its way forward to Berlin. Approaching Bensdorf, Boldt's radio chirped with warnings from his advance scouts. Soviet armor and mounted infantry were advancing in strength from the south. He quickly issued orders for his men to wheel south and dig in. There would be no retreat: the flank must hold.

Conclusion

Lieutenant Colonel Boldt's men must take as many Soviet units down as they can, and hinder the advance of the rest to prevent a mass exodus into the rear. The Soviets, of course, must eliminate Americans where they can, take a few towns, but mostly move as quickly as possible off the north edge of the map. Another great American warrior, Robert E. Lee had some thought on duty too: "Duty then is the sublmiest word in the English language. Your should do your duty in all things. You can never do more, you should never wish to do less."


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
  • 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).

Display Order of Battle

Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized
Guards
United States Order of Battle
Army
  • Mechanized
  • Motorized

Display Errata (3)

3 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 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display AARs (2)

Soviet Flood Becomes a Trickel
Author thomaso827
Method Solo
Victor United States
Play Date 2015-03-24
Language English
Scenario PaNi013

First shot at the Patton's Nightmare expansion. US has to hold on to 6 town hexes and try to stop as many Soviet units as possible from exiting the north edge of the board. Soviets need to take town hexes, kill US troops and exit as much as possible off the north edge of the board, all with only 12 turns to go. Game starts before dawn so sighting range varies for the first 5 turns with full daylight starting on turn 6. Both sides have limited arty and aircraft support with the US having a slightly better chance. During this game, the Soviet luck was never really there. They managed to win the initiative for the first 3 turns, getting a good footing on the south end of the board, but they only got OBA when no longer in the position to spot targets. US airpower joined the game once but Soviet aircraft never saw the table, and the US Mustangs failed to hit anything. I set up the AT guns in the northern town hexes facing east and west with a good armor trap between the two towns should anything stop there to exchange fire. The US infantry and HMGs had an outpost in the southern most fields, while two more stacks held the middle fields and the rest held the town hexes with the AT guns. The US outpost worked well to drop illumination on the Russians as they moved forward, and Soviets started taking casualties from long range AT shots and arty. The soviet assault force of SMGs in Halftracks along with the Mortar and HMG moved up the middle beind the T-34s and JS2, while the SU/JSUs moved up the flanks and the Russian infantry and towed guns moved up to the west of the woods. The T-34s felt the pain early with a very lucky 90mm gun hit taking out a full platoon, followed by more AT shots killing loaded halftracks. As the halftrack force moved up in line with US troops holding the west-central fields, the US troops assaulted with every thing they had, and another bit of US luck took out the middle stack of Russian troops and halftracks taking in return some disruption but not enough to hold up further turns of assault. The only US losses took place when the stack of 1 JS-2 and 2 T-34s stopped and destroyed unoccupied M-39 infantry carriers. Ending the game on turn 7 when the Russians succeeded in getting some tanks and troops off the north edge of the board, having lost too many steps of armor and assault infantry on the way to afford the time to try to take town hexes. In the end, the butchers toll was 36 points to 2 for casuaties alone, all town hexes still firmly in US hands, and 24 units (armor counts double) off the board. 48 US victory points to 26 Soviet, a firm US win. Great game.

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Above and Beyond
Author rerathbun
Method Solo
Victor United States
Play Date 2013-02-02
Language English
Scenario PaNi013

The Americans were tasked with delaying or stopping a Soviet combined-arms force from entering and exiting, and holding two towns.

The Americans set up in the towns, with two infantry platoons and an APC dug-in halfway between them. Due to the limited firing lanes south of the towns, the anti-tank guns set up farther back where they could support the infantry in holding the towns if the Soviet tanks assaulted.

The Soviets planned to advance on the east side, avoiding the woods in the west so as not to be slowed down. They were going to try to take the smaller, eastern town and then exit as many units as possible off the north edge.

Things did not work out as planned. The Americans had an artillery observer forward, and their OBA slowed the Soviet advance with disruptions and step losses. The American tank destroyers came in at the soonest possible moment and moved up to help cover the town. The Soviet tanks arrived next to the town and then began the assault as the infantry moved up to join them.

The Soviets were hoping to get a quick result from the assault, but some poor shooting and American firepower kept them from quickly taking the town. This gave the American tank destroyers and anti-tank guns time to whittle down the Soviet tank force. Giving up on the town, the Soviets made a break for the north edge. The American OBA continued to be lethal and the Soviet losses gave the initiative to the Americans. They managed to keep their tank destroyers out in front of the Soviet tanks.

The end result was pretty lopsided, with only three Soviet units making it off the board. The Americans kept all the town hexes, and the step losses were also heavily in the Americans' favor.

Major American Victory

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