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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Bloody Sunrise
Patton's Nightmare #20
(Attacker) United States vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for PaNi020
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
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2
1
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Scenario Rank: of
Parent Game Patton's Nightmare
Historicity Alt-History
Date 1947-09-01
Start Time 21:00
Turn Count 36
Visibility Day & Night
Counters 317
Net Morale 0
Net Initiative 2
Maps 3: 18, 21, 23
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 295
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Entrenchments
Hidden Units
Minefields
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Patton's Nightmare Base Game
Road to Berlin Maps + Counters
Introduction

Fighting throughout the 31st of August raged back and forth as the Soviets committed their final reserves and Allied airpower hammered more Soviet units. Both sides were exhausted. Although the Soviets had fought bravely, and thousands had died trying to stop the Allied advance, in the end it was inexorable. Over the radio Major General Baldrighi gave his men orders for the final push. They, the men of the battered 10th and 12th Armored Divisions and 24th Infatry Division, would be given the honor of seizing Berlin. But that final push would cost them dearly, and only earn them a bloody sunrise. Grimly putting last minute improvements into their positions, redistributing ammunition, and catching a quick bite to eat, the Soviets prepared to throw back yet another attack.

Conclusion

General George Patton may have succeeded in this series of battles, or not. He would have been pretty removed from the battlefield as the overall Allied Commander, but his supporters might argue that as 3rd Army commander he should not have been so successful in World War Two - yet he was. Winner or not, political objectives achieved or not, this war would probably not have been a good idea. The world economies were trying to recover from their wartime losses and mountain of debt. Plunging into another war with all the ripples that causes would be very unpopular at home. Nevertheless, the tactics and armaments presented here give you a flavor of what it might have been like. We hope you enjoyed our game.


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)
  • Self-Propelled Artillery: 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)
  • Motorized
Guards
  • Mechanized
United States Order of Battle
Army
  • Motorized

Display Errata (6)

6 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)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(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)
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