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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Panic
Power of the East #9
(Attacker) Japan vs Soviet Union (Defender)
Formations Involved
Japan 28th Infantry Regiment
Soviet Union 11th Guards Rifle Regiment
Display
Balance:



Overall balance chart for PotE009
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Power of the East
Historicity Historical
Date 1939-07-12
Start Time 11:30
Turn Count 11
Visibility Day
Counters 51
Net Morale 1
Net Initiative 2
Maps 2: 7, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 160
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Guadalcanal Counters
Power of the East Base Game
Sinister Forces Counters
Introduction

A lull settled in after the heavy fighting of the first week of July, and no major operations occurred. Meanwhile the newly formed Soviet 82nd Rifle Division arrived from the Urals as reinforcements. Command ordered its 603rd Regiment, a unit which had received almost no combat training so far, to cross the Khalkhin Gol River and defend a ford from the east bank. When it came, the Japanese attack supported by artillery offered the green regiment its first combat action, with predictable results.

Conclusion

The majority of the men of the 603rd, who had never carried a weapon before, fled in panic back across the river under the initial enemy pressure. Only the heroic efforts of the unit's political Kommissar and its commanding officer restored the situation to something acceptable. Additionally, General Zhukov sent some of his staff security forces to prevent the men from fleeing; a method he would use widely later during the Great Patriotic War. Eventually, the regiment was pulled back to the west bank where it received fundamental combat training. This incident didn't have any impact on the overall strategic situation, but it convinced the Japanese command that a victory on the east bank was still possible.


Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
Soviet Union Order of Battle
Army (RKKA)
NKVD
  • Foot

Display Errata (3)

3 Errata Items
Scen 9

In the Order of Battle, the INF (NKVD) units should be RIF (NKVD).

(rerathbun on 2011 Aug 22)
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)

They held? Who'da thunk it!
Author plloyd1010 (Soviet Union)
Method Face to Face
Victor Draw
Participants WightTiger
Play Date 2013-06-16
Language English
Scenario PotE009

This was a surprisingly interesting session. There were problems how NKVD troops were required and able to fire on demoralized units. We managed to work through the ambiguities. Overall we had expected the session to be a Japanese romp. Despite my initial bad luck (I'll get to that later), we were pleased with the flow of play. The result was reminded me of Henry Fleming’s regiment in Red Badge of Courage. It’s a good thing, I did do what he did (but thought about it).

We played with hidden value leaders. I picked the best 10 major, per SSR, everyone else was via the ILS. Captain Bogdanov was worthy as a 10-0-1. kommissar Andrei is obviously a Politburo stooge, being only an 8. The force is lead by major Jov.

I am deployed a semi-circle in front of the fords. I have a notch at the top of my formation. HMGs are mostly on the north side of the arch. Captain Bogdanov and major Jov are in the center to help the first line with their modifiers. Andrei is in the back. The Japanese march on the north side of board 8. 3 turns until contact.

I starting digging in as Japanese artillery shells begin falling. I get dug in but then artillery fire demoralizes both units in the hex. Major Jov and kommissar Andrei move to the hex. I need that hex held, and per SSR, Jov may rally units as a kommissar. Before he can do so, Japanese artillery lands another good hit, Andrei is disrupted, and one demoralized unit losses a step due to morale failure. (Remember I mention initial bad luck?) Major Jov fails his leader survival roll. Andrie is demoralized and dies as the hex falls to the Japanese assault.

The Japanese begin assaulting the east side of my position and detachment heads to the corner at the river. Captain Bogdanov moves to contain the breach, but must fight with what is in the hex because of the paralysis caused by Major Jov’s death. Somehow (good luck this time?), Bogdanov steadies the troops just enough to hold on.

The Japanese are pressing assaults everywhere. Lt Leonide is managing to hold the corner. Lt Egor is fighting for the eastern portion of my seriously cracked egg. He falls in the service of the Motherland on turn 6, most of his men lay about him.

I suffer my 5th demoralized unit on 7, bring the NKVD troops on next turn. On turn 9 they arrive at the river. Bogdanov is still holding on. Nearby troops are providing some interdicting fire to prevent him from being completely surrounded, but Lt Leonide succumbs to the stress, demoralized he retreats to the river. He deserts next turn (rally roll of 12).

The NKVD take their obligatory shots at demoralized units. The 1st shot is ineffective. The 2nd causes a moral check, result in a step loss and Japanese VP. The 3rd shot causes a morale check not resulting in a step loss. Morale if intact units jumps to 7, I needed that.

The Japanese are trying to organize their free units. Bogdanov is still holding on and I manage to get some reinforcements to him. The last turn begins with 3 demoralized Soviet units, one more becomes demoralized in a Japanese assault. The units demoralized units recover to disrupted, one on its own, the other 2 with NKVD “persuasion”.

Final score I’ve killed 6 Japanese step and lost 9 units. I’ve made 4 demoralized to good order recoveries, and have 1 demoralized unit remaining at the end. 10 points for me, 9 for the Japanese. It’s a draw.

2 Comments
2013-06-17 15:28

Is this a ribbon I see on the horizon !! (or beyond the Rising Sun)

2013-06-17 16:10

Probably. You wouldn't believe how the Russians get hammered in this module.

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