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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Samurai Stalingrad
Power of the East #12
(Defender) Japan vs Soviet Union (Attacker)
Formations Involved
Japan 72nd Infantry Regiment
Soviet Union 127th Rifle Regiment
Soviet Union 149th Motorized Rifle Regiment
Soviet Union 24th Motorized Rifle Regiment
Soviet Union 293rd Rifle Regiment
Soviet Union 5th Rifle Regiment
Display
Balance:



Overall balance chart for PotE012
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Power of the East
Historicity Historical
Date 1939-08-28
Start Time 18:00
Turn Count 15
Visibility Day & Night
Counters 141
Net Morale 2
Net Initiative 4
Maps 6: 16, 3, 4, 5, 7, 8
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 206
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Guadalcanal Counters
Power of the East Base Game
Road to Berlin Counters
Introduction

Several Japanese attempts to break through the encirclement failed, but despite their hopeless situation several Japanese formations in the cauldron continued to offer fanatic resistance. The last pocket of defense held Hill 739 in the center of the defense that the Russians named "Remizov Height" after a major who had been killed there during a previous battle. Since the defenders refused to give up, it had to be taken by force. But this time neither aircraft nor indirect artillery fire could support the attackers because of the possibility of hitting their own troops. Only after a savage fight that lasted throughout the whole day and into the evening hours were all the gutsy defenders eliminated and the Red Banner set atop the hill. Thus ended all organized Japanese resistance in the disputed area between Nomonhan and Khalkhin-Gol.

Conclusion

The Khalkhin-Gol conflict remains almost unknown in the West; yet it is hard to overestimate its effects on world history. The "lessons" of Nomonhan led to a complete re-orientation of the Japanese expansion policy, shifting towards the southern direction, and Singapore, Dutch East Indies and Pearl Harbor where resistance was less stout. Their drubbing at Nomonhan also left the Japanese leadership reluctant to fulfill Hitler's demands to attack the Soviet Union from the east. This allowed Stalin to divert Siberian elite troops from the Far East to the Battle of Moscow in the most critical moment of the war in winter 1941, thus contributing significantly toward the foundation for the Allied victory in the Second World War.


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
  • Motorized

Display Errata (5)

5 Errata Items
Scen 12

The Japanese "2 x 82mm" should be 2 x 81mm (mortar).

(rerathbun on 2011 Aug 21)
Scen 12

In the Order of Battle and Special Rule 5, the Soviet "OT-26" should read "OT-130."

(rerathbun on 2011 Aug 21)
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 1165

The Direct Fire values should be in red (flame unit).

(rerathbun on 2011 Aug 20)

Display AARs (2)

Power Of The East, scenario # 12: Samurai Stalingrad
Author JayTownsend
Method Solo
Victor Japan
Play Date 2011-09-14
Language English
Scenario PotE012

Posting #1

*Power of The East was back up on the playing table tonight as it’s nice to finally be playing more Nomonhan scenarios. This is the last scenario in the supplement and is the end of the Japanese attempt to control this area from the Soviets.

*In this scenario the Japanese are surrounded on just about all sides and just need to holdout 15 turns with one unit that is undemoralized and they win, the opposite is true for the Soviets. The Soviets cannot wait until the visibility goes down to one hex on turn 12 to move in close as there is only 15 turns total but they have more then twice the forces and on board artillery, armor and those special OT130 Flamethrower tanks with that 3 column modifier but still the high morale of the dug-in Japanese and time factor will make this a bloodbath in short order. The Soviet Artillery must spot their own targets so must move close as the visibility goes down. This should be interesting.

Posting #2

*It’s going kind of like I thought it might. The Soviets took a lot of lumps trying to close with the Japanese, now they are using their numbers to assault the higher morale Japanese and paying a large price but time is not on their side so casualties do not matter. The OT130 Flamethrower tanks have a nice punch but usually become demoralized themselves after the first assault and have to roll for flame-fuel every time they assault. The Soviets have a lot of units to feed into the assaults but still, do they have enough units and enough time? Some more game play will tell.

Posting #3

*I thought this would be a slam-dunk for the Soviets but it turned out to bloody affair. Attacking with tons of weak morale Russian against high morale Japanese is difficult, especially once your flamethrower tanks loss steps, run out of fuel or limp off demoralized. The Japanese get a column modifier in assaults for higher morale, being Japanese, having a leader usually and in one case with an engineer unit as well. Also, the Japanese get fire-first in assaults for being dug-in. The Soviet artillery is only useful when their units are not in assaults and they have to spot the enemy units themselves, so once the visibility decreases all those units become useless.

*I kept feeding Soviet units into the assaults hexes right away but maybe I should of held off on the assaults a few more turns and just fired adjacent a few more turns but with only 15 turns I felt under pressures to assault right away in order to eliminate or demoralize all the Japanese units within that time period. With my weak Soviet morale units the major attacks became very disorganized and scattered. The end to my surprise was a Japanese victory. I think if this was a 25 turn scenario the Soviets would win but this is what makes this scenario interesting, you cannot just sit back and pound your targets and then assault, you have to go right at it. Next time, I’ll concentrate on one side with the Soviets at a time and hit the other side with artillery but still, I am uncertain even then who would win.

A strong 3 on this one!

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No guns! This is a knife fight.
Author plloyd1010 (Soviet Union)
Method Face to Face
Victor Japan
Participants WightTiger
Play Date 2014-01-19
Language English
Scenario PotE012

Pertinent house rules: Presumed crests, fast mechanized movement, no hill modifier when firing on lower elevations, & improved direct bombardment accuracy.We played with anonymous leaders too.


The Japanese deployed mostly on the southern peak on board 16. The exceptions being the reduced platoons, these were deployed as pickets to keep Soviet deployment away from base of the hills. The Japanese mortars were deployed west of the crest of the southern peak. The Soviets deployed around the hill as expected. I made a blunder deploying the artillery of the south-eastern Soviet force 10 hexes away from the Japanese mortars.

The battle opened with the Japanese pickets pulling back to the main position and the Soviets advancing to the hill. The Japanese mortars began bombarding the 76mm guns of the 5th Rifle Regiment a couple lucky rolls destroyed 2 batteries and rendered the remaining useless for a a few more turns. The prohibition on Soviet indirect fire prevented retaliation. Otherwise the Soviet proceeds up the side of the hill unimpeded. The first Japanese response occurs as the Soviets reach the pass on board 16.

Soviet tanks deploy on the end of the Japanese line and begin firing. Luck in a resulting morale check demoralized on Japanese defender, and disrupted the other. The tanks, being the only force adjacent, jump in to assault the corner of the Japanese defenses. Luck turns against the Russians as first fire from the defenders demoralizes all 3 tanks. The armor is successfully extracted on the next turn and is replaced by an infantry force led by one Lt. Pavlov. While a competent officer (10-1-1), he and his company never take the hex.

The arms of the attack wrap around the hill. The eastern side breaks into the Japanese position. The western side is gaining a lodgement but otherwise is not making much progress otherwise.The game ends with Soviets having taken heavy casualties, but still far from having annihilated the Japanese interlopers. The most serious problem for the Soviets being the lack of artillery effectiveness and a severe time constraint. If the Soviets had been allowed to play to their strengths, rather than piling Russian bodies in front of Japanese foxholes, the outcome might have been different.

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