|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
1 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
1 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Overall Rating, 1 vote |
|
Scenario Rank:
--- of 940 |
Parent Game |
River Battleships |
Historicity |
Alt-History |
Date |
1941-08-01 |
Start Time |
01:00 |
Turn Count |
22 |
Visibility |
Night |
Counters |
29 |
Net Morale |
1 |
Net Initiative |
1 |
Maps |
1: 108 |
Layout Dimensions |
43 x 28 cm 17 x 11 in |
Play Bounty |
162 |
AAR Bounty |
227 |
Total Plays |
1 |
Total AARs |
0 |
Introduction
|
The broad Dnepr River presented a serious barrier to the Axis advance, and without a river flotilla of their own the Germans and Romanians were forced to build extremely long pontoon bridges to get their forces across. That might have been easier with some river craft and monitors to protect them, but the Soviets would still have a say in the matter.
|
Conclusion
|
Ferrying troops across rivers was a primary task for the inland flotillas – the Soviet Volga Flotilla made the defense of Stalingrad possible by assuring a constant stream of reinforcements as well as ready fire support. Both the Germans and Romanians eventually threw pontoon bridges over the big river; the German-Romanian bridge constructed at Berislav in early September was the longest such structure ever built while under enemy fire.
|
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
|
Soviet Union Order of Battle