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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Desert Blitzkrieg
Power of the East #11
(Defender) Japan vs Soviet Union (Attacker)
Formations Involved
Japan 28th Infantry Regiment
Japan 71st Infantry Regiment
Soviet Union 11th Guards Rifle Regiment
Soviet Union 11th Tank Brigade
Soviet Union 293rd Rifle Regiment
Soviet Union 602nd Rifle Regiment
Display
Balance:



Overall balance chart for PotE011
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 1939-08-20
Start Time 09:00
Turn Count 20
Visibility Day
Counters 267
Net Morale 2
Net Initiative 3
Maps 8: 14, 16, 19, 3, 4, 5, 7, 8
Layout Dimensions 112 x 86 cm
44 x 34 in
Play Bounty 253
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Guadalcanal Counters
Power of the East Base Game
Road to Berlin Counters
Introduction

Twelve days before the German attack on Poland the world witnessed the first modern-style armored Blitzkrieg in history. Zhukov planned for frontal attacks to pin the enemy in the center, while armored columns broke through on both flanks and encircled the Japanese. Zhukov was not the military genius as described by Soviet history and propaganda, but an extremely rough and brutal man, even by Red Army standards, but one who understood the basics of infantry and mobile warfare. His hard-bitten approach and relentless zeal would later make him the highest ranking officer of the Red Army in the Great Patriotic War.

Conclusion

Following their plan, the Soviets attacked along the whole front and their armored forces on the flanks immediately broke through the enemy lines. They caught the Japanese command completely off-guard who couldn't figure out the direction of the main strikes. As usual, the Japanese soldiers offered hard-bitten resistance, but again they were ground down by the overwhelming Soviet tank and artillery fire. On several occasions only their close combat skills could preserve the Japanese central position from a complete collapse where the Soviet advance was less successful than on the flanks. Several days into the offensive the Soviet armored pincers coming from north and south met around Nomonhan thus completing the encirclement of the whole Japanese formation in the area, deciding the fate of the campaign.


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
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

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

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)

Desert Sitzkeig
Author plloyd1010 (Soviet Union)
Method Face to Face
Victor Japan
Participants WightTiger
Play Date 2013-11-17
Language English
Scenario PotE011

Pertinent house rules: Fast mech, Presumed crest, Limited intrinsic AFV leaders, No downhill fire modifier, Efficient AT/AA

Terrain notes: We treated hexes west of the river as clear terrain, but units more than 3 hexes west from the river were were not visible from 0 elevation hexes. Branch roads to town hexes were treated as non-existent.

This is a HUGE scenario. Japanese forces are twice what comfortably works in PG, the Soviet deployment is even bigger. We were playing 2-4 turns a session. Juxtaposed to that, the Soviets need a lot more time to have any chance at winning. There is not enough march time for the 293rd Rifle Regiment to get across the board (needs to go 34 hexes in 20 turns at a max speed of 2), unless unopposed (that guaranties opposition) they won’t make it. The firepower of the 11th Tank Brigade is needed for the hill assaults, so no exit for them either. The Russians are not going to win.

Not being able to win doesn’t often stop me from playing, so here is what transpired. The Japanese were deployed much as expected. The northern hill was more heavily garrisoned than the south. The Japanese 71st regiment mostly concentrated near the board 8 hill, with about a 1/3 ready to march toward the hill defenders. The western Soviet infantry began their advances against their respective hills. Artillery and mortars concentrated in parks with low moral leaders having combat modifiers being present.

The Soviet artillery park on the western side attracted quite a lot of attention. Soon the Japanese on the northern hill sallied 2 companies to attack it. Direct artillery fire slowed the attackers enough for Soviet infantry to reposition themselves and meet the threat. Between artillery and infantry fire, and subsequent pursuit, very few of the Japanese made it back to the hill.

The 82nd Rifle Division demonstrated in front of the hills. The 603rd Rifle Regiment, being better lead than the 602nd Rifle Regiment, was able to advance against the north end of the board 16 hill. The 293rd Rifle Regiment and 11th Tank Brigade harangued the Japanese trying to reach the hills, and moved against the board 16 hill. The force of the attacks from both sides mostly cleared the hill.

In the end, the Soviets held the south hill while the Japanese remained on the northern one. Having 40 some Japanese units on the northern hill was an impossible victory point hurdle to overcome. The Soviet losses were 22 steps (modified for tanks & armored cars) for a total of 8 units worth (the armored car loss counts double). Japanese had lost 37 steps, with a unit count of 19. With the 40+ points from the hill defenders added to the total, the Japanese won.

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