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
Errors? Omissions? Report them!
Mopping Up
Puppet Brigade #1
(Attacker) Germany
(Attacker) Slovak Republic
vs Soviet Union (Defender)
Formations Involved
Slovak Republic Mobile
Soviet Union 10th Fortified Region
Display
Balance:



Overall balance chart for PptB001
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Puppet Brigade
Historicity Historical
Date 1941-06-27
Start Time 08:00
Turn Count 20
Visibility Day
Counters 72
Net Morale 0
Net Initiative 2
Maps 4: 1, 104, 4, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 193
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Entrenchment Control
Conditions
Entrenchments
Minefields
Off-board Artillery
Smoke
Scenario Requirements & Playability
Broken Axis Maps
Fire in the Steppe Maps + Counters
Puppet Brigade Base Game
Introduction

Apparently embarrassed by his group’s failure, Pilfousek ordered them forward again only to find that the Soviets had pulled out without the Slovaks noticing. The German corps command then ordered the group back to assist a German engineer battalion that was reducing Soviet fortified positions left behind in the rapid advance. The Germans believed them to be unoccupied, but they had to be investigated all the same.

Conclusion

Things began to go badly from the start, as the Germans drove right up to an unsuspected machine gun position and suffered terrible casualties. The Slovaks then sent their tanks forward in a reconnaissance-by-fire to find the hidden Soviet positions and determine which bunkers were occupied. Only after the tanks had been fired on did the Slovak infantry assault the strong points, with the help of their own engineers and a few survivors of the German unit. The Slovaks showed they could be just as careless as the Germans - several tanks were lost when they spotted Soviet anti-tank guns and moved directly in front of them to wait motionlessly for infantry support.


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
  • 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

Germany Order of Battle
Heer
  • Foot
  • Leader
  • Motorized
Slovak Republic Order of Battle
Slovenská Armáda
Soviet Union Order of Battle
Army (RKKA)
  • Towed

Display Errata (2)

2 Errata Items
Scen 1

Puppet Brigade, scenario #1: Mopping Up

First let me state this scenario requires 15 German Trucks not 13 to carry all the personnel.

(JayTownsend on 2023 Dec 16)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Puppet Brigade, scenario #1: Mopping Up
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2023-12-16
Language English
Scenario PptB001

Puppet Brigade, scenario #1: Mopping Up

First let me state this scenario requires 15 German Trucks not 13 to carry all the personnel. You have to pay attention to the setup instructions and the Axis entry instructions as well. The Slovak/German player needs to enter at least four combat units on every road on every map. For me this plays out as a better solitaire scenario then a face to face as the Soviet side will not have much to do, other than to take shots or maybe reorganize if they can with only 5 leaders and setup requiring them to setup entrenchments at least three hexes away from each other. The Victory conditions are all about entrenchments and eliminating enemy units with the Soviets getting one point more for each entrenchment controlled.

Since the Axis units have to separate into four enter groups, it is critical to know how to group them. Have the armor enter on maps 6 and 104 to avoid all the Minefields on maps 1 and 4. Sure you might need those engineer units for minefields but the points are all on the other maps where the entrenchments are and those engineers help a lot for assault combat with their modifiers. So those two Slavic Engineers and three German Engineers are very important units. The Slovak armor has to be groups into three stacks, as there are only 3 Tank Leaders and those Soviet 45mm Anti-Tank Gun units do hurt until you can hopefully eliminated them.

After a good exercise in trying to conquer entrenchments on a very spread-out battlefield both sides controlled exactly 7 entrenchments each, giving the Soviet 28 points and the Axis 21 points, while each side eliminated 14 points worth of enemy steps. Very even losses but the Soviet get 4 points per entrenchment and the Slovak side only 3 points per entrenchment. The Soviets get Minor Victory, 42 points to 35 for the Axis.

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