From Bad to Worse Red Warriors #7 |
||
---|---|---|
(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
---|---|---|
Germany | 2nd Luftwaffe Field Division | |
Germany | SS Cavalry Division | |
Soviet Union | 17th Guards Rifle Division |
|
Overall Rating, 4 votes |
---|
3
|
Scenario Rank: --- of 940 |
Parent Game | Red Warriors |
---|---|
Historicity | Historical |
Date | 1942-11-26 |
Start Time | 08:00 |
Turn Count | 24 |
Visibility | Day |
Counters | 52 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 2: 10, 9 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 134 |
AAR Bounty | 171 |
Total Plays | 5 |
Total AARs | 1 |
Battle Types |
---|
Urban Assault |
Conditions |
---|
Off-board Artillery |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
---|---|
Battle of the Bulge | Maps |
Red Warriors | Base Game |
Road to Berlin | Counters |
Sinister Forces | Counters |
Introduction |
---|
The first day of Operation Mars smashed the 2nd Luftwaffe Field Division's defenses and tore a wide gap on its right flank. While Soviet divisions and brigades surged into the opening, the divisions survivors huddled around the town of Demekhi and faced repeated attacks. As the Soviets probed for the Air Force division's open right flank, the cavalry arrived: several squadrons from the SS Cavalry Division rode in to help shore up the position. The new arrivals might have had better combat effectiveness that the Air Force men, who had only been transferred to infantry duty in September. If so, it wasn't by much. |
Conclusion |
---|
The Air Force division had only one artillery battalion, its men were barely trained and its officers had no infantry training. Yet the Air Force had first pick of the German draft pool, and the division's men probably had the highest level of intelligence, physical fitness and individual initiative in Ninth Army. The SS men, recruited wherever their commander could find warm bodies including the sweepings of Hungary's prison system, had spent most of the war slaughtering unarmed civilians. But sometimes the Red God of War shows a streak of ironic humor: these two incompetent forces managed to hold off the tough Siberians of 17th Guards Rifle for a second day, buying time for German panzer divisions to mount a counterattack. |
2 Errata Items | |
---|---|
Scen 7 |
The Note section should mention that pieces from Road to Berlin are required. (rerathbun
on 2013 Mar 25)
|
The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
|
Tidying Up | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
I read over the scenario introduction and conclusion to get a good idea of what actually happened in this fight. Apparently the Germans won in some fashion. I can't see how. The Soviets have superiority in artillery (3-1), firepower, morale, leadership and raw strength. The Germans hold the town. That's it for pluses for the Germans. My Soviets were able to take the entire town and destroy the final SS horseman by turn 14 of 24. I even had good rolls as the German player. Final losses were 23 German to 10 Soviet. Of some interest, however, was that the Soviet player would have had to take at least another 1-2 hours to reorganize the disrupted and demoralized troops left behind. This was a relatively technical scenario where the Germans simply don't have the force to actively deny the Soviets entry into the town and once there, with morale, leader and good firepower, the Soviets can clean house. I give this one a "3" but that might have been a little generous. Same day I will have to find out how to entry a 2.5... |
||||||||||||
1 Comment |
From my play winning for the Luftwaffe constitutes surviving. Dig in the entire Luftwaffe force in the one town on board 10, and maneuver the SS cavalry all over board 9 to draw some of the guard units after them, reducing the size of the force attacking the town. Also pray for fog of war early and often. The cavalry doesn't have to engage the Guards, but I wouldn't rule out the opportunity for a successful charge if the Soviet player makes a mistake. In my solo play I had the Guards advance on both boards so that the line of communication wouldn't be broken. Solo works better if you imagine higher headquarters requirements when executing for both sides.