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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Egg Beaters
Secret Weapons #6
(Defender) Soviet Union vs United States (Attacker)
Formations Involved
Soviet Union Red Goblin Partisan Brigade
United States 11th "Angels" Airborne Division
Display
Balance:



Overall balance chart for SeWp006
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Secret Weapons
Historicity Alt-History
Date 1948-07-01
Start Time 06:00
Turn Count 16
Visibility Day
Counters 124
Net Morale 0
Net Initiative 1
Maps 4: 10, 23, 25, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 229
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Rural Assault
Conditions
Hidden Units
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps + Counters
Elsenborn Ridge Maps
Iron Curtain Counters
Secret Weapons Base Game
Sinister Forces Counters
Introduction

In the years following the collapse of Nazi Germany, the Soviet Union became the looming menace of the Cold War, at least in American propaganda. In actual fact the Communist superpower and its satellites were in no way comparable to the West in terms of economic power, and would not have been likely to prevail in a military struggle. But that did not mean they would surrender any faster than they had in 1942.

Conclusion

The helicopter made its first military impact in Algeria in the 1950's, as French troops used the ungainly machines to locate the hiding places of insurgents in rough terrain. Against an enemy without effective anti-aircraft weapons, the helicopter proved a very useful tool. Even an unarmed chopper could force hidden insurgents to panic and reveal their hiding places.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Soviet Union Order of Battle
Army (RKKA)
  • Foot
NKVD
United States Order of Battle
Airborne
Army
  • Misc
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