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!
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
Display
Balance:



Overall balance chart for ReWa007
Total
Side 1 1
Draw 1
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
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.


Display Order of Battle

Germany Order of Battle
Heer
  • Foot
Luftwaffe
  • Towed
Schutzstaffel
  • Foot
Soviet Union Order of Battle
Guards

Display Errata (2)

2 Errata Items
Scen 7

The Note section should mention that pieces from Road to Berlin are required.

(rerathbun on 2013 Mar 25)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

Tidying Up
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2012-11-02
Language English
Scenario ReWa007

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
(edited 2016-08-27 22:47)

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.

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.468 seconds.