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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Collective Farm
Puppet Brigade #6
(Attacker) Germany
(Attacker) Slovak Republic
vs Soviet Union (Defender)
Formations Involved
Slovak Republic Mobile
Soviet Union 55th Guards Rifle Division
Display
Balance:



Overall balance chart for PptB006
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Puppet Brigade
Historicity Historical
Date 1942-07-25
Start Time 06:30
Turn Count 32
Visibility Day
Counters 123
Net Morale 1
Net Initiative 0
Maps 4: 1, 4, 5, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 211
AAR Bounty 227
Total Plays 1
Total AARs 0
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Broken Axis Counters
Fire in the Steppe Maps
Puppet Brigade Base Game
Introduction

After refitting with replacement personnel and trucks, the Slovak Mobile Division set out in the second echelon of the German advance into the Caucasus. When fierce fighting broke out in and around the city of Rostov, the German corps command committed its shaky allies to capture a key collective farm northeast of the city.

Conclusion

The Slovaks faced some of their fiercest fighting of the entire war, but slowly managed to force the Soviets back and capture the collective farm. In a marked difference from the unit’s first year of war, the division not only fought a successful action but was fit for action again afterwards. They re-joined the German second echelon and drove on into the Caucasus.


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).
  • 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
  • Motorized
Slovak Republic Order of Battle
Slovenská Armáda
Soviet Union Order of Battle
Army (RKKA)
  • Towed
Guards
  • Mechanized
  • Towed

Display Errata (1)

1 Errata Item
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
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