|
|
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 |
00:00 |
Turn Count |
18 |
Visibility |
Night |
Counters |
13 |
Net Morale |
0 |
Net Initiative |
0 |
Maps |
1: 109 |
Layout Dimensions |
43 x 28 cm 17 x 11 in |
Play Bounty |
156 |
AAR Bounty |
227 |
Total Plays |
1 |
Total AARs |
0 |
Introduction
|
Having built no true river monitors of their own, the Germans compensated with their armed motorized barges, called artillery lighters. The Soviets, for their part, built huge numbers of small gunboats known as armored cutters, equipped with one or two tank turrets. Over 200 of them were built, and these formed the backbone of the Soviet river flotillas.
|
Conclusion
|
The German motorized barges carried a heavy armament – a mix of modern anti-aircraft guns and older naval guns removed from decommissioned warships of the Great War era – but lacked any protection apart from splinter shields for their gun crews. The Soviet river-going tanks held a great advantage over them, which is probably why the Germans did their utmost to keep the two types of river warcraft from meeting.
|
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