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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Upper Dnepr
River Battleships #9
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for RiBa009
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game River Battleships
Historicity Alt-History
Date 1941-06-01
Start Time 00:00
Turn Count 20
Visibility Night
Counters 15
Net Morale 0
Net Initiative 0
Maps 1: 109
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 158
AAR Bounty 227
Total Plays 1
Total AARs 0
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Meeting Engagement
River Control
Prisoner Capture
Scenario Requirements & Playability
River Battleships Base Game
Introduction

The former Polish monitors of the “Zhytomyr” type had been salvaged in 1940 and re-armed with Soviet weapons. They formed the core of the Pinsk Flotilla, which also patrolled the upper Dnepr. The Germans did not yet field their improved river gunboats on Russian rivers – dive-bombers proved sufficient – but had their inland fleet been a part of Operation Barbarossa, the Pinsk Flotilla would have stood in their way.

Conclusion

The small ex-Polish monitors did not have the staying power of the bigger Soviet or Romanian river craft, but the German “artillery lighters” were essentially motorized barges with a pair of 88mm guns stuck on them. Most rivers in the Soviet Union flowed from north to south, which made them less than useful for an invading enemy, but well-placed to shuttle supplies and reinforcements behind the defender’s front.


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).
  • River Vessels: see Rule 15.2 ~ 15.22

Display Order of Battle

Germany Order of Battle
Kriegsmarine
Soviet Union Order of Battle
Navy
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