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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South of Budapest
River Battleships #16
(Attacker) Germany
(Attacker) Hungary
vs Soviet Union (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for RiBa016
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game River Battleships
Historicity Alt-History
Date 1944-11-01
Start Time 00:00
Turn Count 24
Visibility Night
Counters 14
Net Morale 1
Net Initiative 0
Maps 2: 108, 109
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 214
AAR Bounty 227
Total Plays 0
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 Hungarian Danube Flotilla committed its small gunboats to offer fire support to the defenders of Budapest, and the lone German river monitor joined them. The Soviets did not challenge them, but had they done so, the small Axis flotilla would have been at a serious disadvantage.

Conclusion

The German monitor Bechlaren would actually attack and sink two Soviet armored cutters in the war’s last weeks, but no large-scale fighting took place on the river. The Hungarian gunboat Debrecen was lost in late November in a shootout with Soviet T-34 tanks, but the Soviet monitors did not attempt to intervene at Budapest. They did appear at Vienna in 1945, providing fire support from the Danube during the Soviet capture of the Austrian capital.


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
Hungary Order of Battle
Navy
Soviet Union Order of Battle
Navy
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