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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Zaozyornaya in Flames
Power of the East #3
(Defender) Japan vs Soviet Union (Attacker)
Formations Involved
Japan 19th Infantry "Tiger" Division
Soviet Union 29th Guards Rifle Division
Soviet Union 40th Rifle Division
Display
Balance:



Overall balance chart for PotE003
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 940
Parent Game Power of the East
Historicity Historical
Date 1938-08-06
Start Time 17:00
Turn Count 30
Visibility Day
Counters 186
Net Morale 1
Net Initiative 2
Maps 4: 14, 16, 45, 49
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 212
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Ambush
Hill Control
Inflict Enemy Casualties
Rural Assault
Scenario Requirements & Playability
Eastern Front Counters
Guadalcanal Counters
Power of the East Base Game
Road to Berlin Maps + Counters
Introduction

With the heights "Bezymyannaya" and "Zaozyornaya" in enemy hands for several days now and Tokyo about to declare victory, the whole affair threatened to turn into a great international disgrace for the Red Army and the Soviet Union. The heights had to be retaken at all costs with the next attack. This time the Soviets prepared themselves properly, assembling a huge armada of tanks, aircraft and heavy artillery for the main offensive on August 6th (coincidentally the ninth anniversary of the foundation of the Far East Military District). When the dense fog typical for this region finally lifted at 1700, a hail of lead and explosives rained down upon the Japanese positions - the decisive attack had begun.

Conclusion

The Soviet attack fared much better than before, as the quantitative and qualitative Soviet superiority in heavy arms finally told. The Russians overwhelmed the defenders and recaptured the heights, but the fighting continued for the next several days.

Additional Notes

Maps 45 and 49 come from the non-series game Infantry Attacks: August 1914. Corrections from Konstantin Lubsky: 1. The 40th Soviet division should appear in hexes 1309-1311 on board 45. 2. Use additional leaders from "Road to Berlin". The note is incorrect and should read: "This scenario uses boards from Infantry Attacks, pieces from Guadalcanal and Eastern Front and boards and pieces from Road to Berlin." 3. During the first 8 turns the Soviet player doesn't have to spot the hex he wants to attack with his off-board artillery, due to pre-battle reconnaissance.


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

Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Towed

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)

... or at least Bezymyannaya smoldering
Author plloyd1010 (Soviet Union)
Method Face to Face
Victor Japan
Participants WightTiger
Play Date 2013-01-26
Language English
Scenario PotE003

The reason for the 2 rating is again because the scenario fails on the playability side. I maintain that to be an effective scenario, both sides need to have credible chances of achieving their victory conditions. This is another scenario where if you imagine the Soviets can win according to the scenario definition, forget it! Ain't gonna happen. Fortunately we don't play to win so much as to make something happen.

The Soviets start with a long march, between the lakes, to the hills where the Japanese are waiting for them. Modified the strategic movement rule to move the Soviets up a little faster. We adjusted Soviet artillery availability to account for the delay in Soviet spotters getting close enough to call fire missions.


I did inform Konstantin of the modifications we made and other typo error found in the scenario. His corrections have been added to the scenario page.


The Japanese infantry formed a solid wall on the 20m line on board 14, mortars, AA & IG guns were on the north summit for support. The Japanese deployment on board 16 was similar, but somewhat longer line, weighted in the north corner of the hill. There was liberal use of 3-stacks in the defense. The board 16 support weapons were on the south peak. The 40th & 32nd divisions began their marches between the lakes, being harassed by Japanese artillery.. Japanese spotters from the heights had a clear view of most of the map. The Soviet field guns ducked into the woods on board 45 and setup. The infantry & mortars deployed in front of the hills.

The woods on board 49 compelled another split attack.by the 32nd division. The right flanked angled to force the gap between the lake and Bezymyannaya (I think that is the board 16 hill). The left marched around the hill going toward the northern woods. The 40th deployed in front of the Japanese line, weighting the ends for a double envelopment. The artillery fire began falling on the Japanese about turn 5, that is the point when we started the clock on Soviet artillery availability. Soviet aircraft occasionally went for the Japanese support weapons on the heights.

The south wing of the 40th division attack made some progress. After a few turns it faltered due to Japanese defensive fire. The right flank closed with the enemy and did a little better. The right wing of the 32nd division reached the woods fairly intact. The left wing was have a slow start, but was doing the best of all. Here’s when the light-bulb came on. I knew I couldn’t drive the Japanese away. Since one hill couldn’t help the other, perhaps I could take one hill. As night began to fall, the 40th abandoned its attack and shifted to support the left wing of the 32nd. Things began to go better for the Soviets after that.

As night fell, the field guns & mortars limbered and used strategic movement to get into central woods on board 45. The infantry forces disengaged from the Japanese on board 14 and moved to the middle of the map. They were just forming a line as the Japanese reinforcements engaged their eastern end.

A desperate fight ensued for the valley between the hills. The Japanese trying to destroy the north-eastern end of the Soviet line, the 32nd division trying to keep the pressure off of the 40th. The Japanese from the board 14 hill attacked the south-west end of the 32nd’s new line as best they could under the scenario restrictions. Elements of the 32nd, which were disorganized from their earlier attack on the hill, regrouped and rushed to aid of their comrades in the valley.

Meanwhile the 40th division is pressing both ends of the Japanese line. The north end is making little headway, but defenders are suffering some attrition and having difficulty maintaining the situation. The southern attack force is chipping away quite steadily with massive small arms fire and some artillery support. The Japanese position is reminiscent of being in a vise, operated by a ratchet.

The Japanese attack in the valley ends in failure. The Soviets have a local victory, despite the 2 column advantage the Japanese have in close combat. Rotating troops out of the assault hexes, interdicting follow on troops with artillery fire, and some luck have brought the success.

We play a more couple turns, but the result is fairly clear. Japan will retain southern hill, the northern hill will fall (probably after the 30th turn), Japanese relief has been defeated. The Motherland has lost 39 steps and 3 lieutenants. The Emperor is down by 42 steps (including most of the heavy weaponry), 3 lieutenants, and 2 captains.


I think the scenario would balance better with some changes. It would also be more consistent with the introductory narrative.

  1. The Soviets setup second, on their respective entry boards, at least 5 hexes from the nearest Japanese unit. (I am assuming the Soviets did not sit in camp until just before 5pm, but deployed and waited for the fog to lift.)
  2. The artillery clock (those of you with the module know what it is) starts on the turn of the first fire mission, not necessarily on turn 1. (Though it likely will be)
  3. The Soviets are only required to clear one board (including partial hexes, of course). The Japanese will still have the advantage, but now the Soviets will have a real chance of winning.
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