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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And Poles We Shall Be
Polish Steel #3
(Attacker) Poland vs Soviet Union (Defender)
Formations Involved
Poland 16th Armoured Brigade
Poland 4th Infantry Division
Soviet Union 260th Rifle Division
Display
Balance:



Overall balance chart for PoSt003
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Polish Steel
Historicity Alt-History
Date 1948-07-03
Start Time 06:00
Turn Count 24
Visibility Day
Counters 178
Net Morale 1
Net Initiative 3
Maps 4: 19, 20, 24, 3
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 208
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Rural Assault
Urban Assault
Paradrops
Conditions
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Cassino '44 Counters
Eastern Front Maps
Elsenborn Ridge Maps
Polish Steel Base Game
Road to Berlin Counters
Introduction

Hard ground fighting combined with liberal Allied air support won the Poles a victory at Oldenburg. Allied reinforcements streamed through the port of Wilhelmshaven and began massing for a major offensive against the Soviet northern flank. But the Allied Supreme Command detached Polish I Corps for a new mission: they were ordered to charge eastward across Northern Germany and into Poland, where the arrival of a Free Polish army would (supposedly) spark a massive popular revolt in the Soviet rear and thus force the Red Army to withdraw from western Germany. Eager to liberate their homeland, the Poles ignored the high risk and questionable reasoning behind this plan and moved out quickly. But before they could blaze a trail of freedom eastward, they would have to cross the Weser River. The Allies had gained air superiority over the northern reaches of the river but not as far south as Bremen, so the Poles would have to cross where it was widest.

Conclusion

Polish paratroopers showed incredible valor at Arnhem in 1944, and the rebuilt brigade was considered a crack unit before its disbandment in 1947. Called back to the red-and-white banners, the paratroopers would be given the Polish corps a significant edge in vertical mobility. Perhaps enough of one to crack formidable river barriers like the Weser.


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).
  • 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)
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Poland Order of Battle
Wojska LÄ…dowe
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (3)

3 Errata Items
Scen 3

The required aircraft counters were not included. See the AP website for downloadable replacements.

(Shad on 2010 Dec 01)
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)

Take a Ride on the 2:12
Author Matt W
Method Solo
Victor Draw
Play Date 2013-01-29
Language English
Scenario PoSt003

Despite the fact that this one ended as a draw it is highly weighted towards a Polish victory. The time indicated in the title of the AAR is reflective of the rolls of the Soviets artillery during the first 6 turns. The losses and disruption this caused the Poles led to a slow development of their offensive and the inability of the Poles to clear the last step of Soviets from the last objective, despite rolling ont he 24 column for assault and the morale of 6.

Around turn 10 I actually had some doubts as to the Poles ability to do the job at all. They were slowly moving across the bridge but their secondary crossings in the center and far right of the line were not getting any traction. At that point the Polish artillery and mortars began rolling like Soviets and the far left of teh Soviet line evaporated.

Since the Soviets had already reached their minor victory condition of 20 Polish losses the Poles could be a bit more daring and pushed hard to reach their major victory conditions. Starting at turn 16, the Soviets began running away and really didn't stop appreciably through the rest of the game.

An interesting sidelight to the game was the Polish airdrop. These troops were almost without effect until the very end of the scenario when they were the primary infantry component of the assault on the town on board 19. Indeed the JSU-122s ran through some of the paratroopers until a Black Prince platoon shook loose and left a bunch of burning hulks.

In the final analysis, the tremendous fire results for the Soviets in the early part of the game resulted in their ability to hang on by their fingernails for a draw. Without those it seems certain that the Poles would have captured a major victory but in the end result here it was only two minor victories matched up. In general I would expect the Soviets to reach a minor victory anyway due to their ability to have some serious firepower in their assault hexes and they do have a bunch of artillery. Due to the likely results I can only give this a "3". It just doesn't seem to have enough variability to earn anything higher.

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