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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Mirror, Mirror
Secret Weapons #11
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 28th Panzer Division
Germany 512th Heavy Panzer Battalion
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for SeWp011
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Secret Weapons
Historicity Alt-History
Date 1945-08-01
Start Time 07:00
Turn Count 24
Visibility Day
Counters 110
Net Morale 0
Net Initiative 1
Maps 2: 22, 23
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 165
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Battle of the Bulge Counters
Elsenborn Ridge Maps + Counters
Iron Curtain Counters
Secret Weapons Base Game
Introduction

Had it ever been issued to combat units, the Maus tank probably would have been concentrated in special heavy tank battalions just like its predecessors, the Tiger I and Tiger II. And like those tanks, its major task would have been to spearhead attacks. Just how it was to do so with its painfully slow top speed would never be answered, but such trifles did not concern Germany's supreme leader.

Conclusion

Designed to combat the rumored German super-heavy tanks, the T28 (which would have been known as the M28 in actual service) shared most of the same design parameters as the Maus. The German tank had a much more powerful gun armament, but both vehicles could have been caught by running infantrymen bearing Molotov cocktails.


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
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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

Germany Order of Battle
Heer
United States Order of Battle
Army

Display Errata (3)

3 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Secret Weapons scenario #11 Mirror, Mirror!
Author JayTownsend
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario SeWp011

I have set this one up and played one turn. Most of German force is still coming on the North side of Board 23 with a small force coming on board 22 to keep the Americans from concentrating to much to one side. In fact I set the Americans up first and just decided to try to push the main body of German through Board 23.

The only step loss so far is a Maus, believe it or not! On the first turn I draw a P-47 with a 2 armor factor, rolled one six out of the two dice roll attempts and now I have one step of burning Maus armor. Leave it to the Air Force!

Posting #2 As the Battle continued, I found I had too many holes in the American defenses. The Germans were going to go right up the middle with the Maus tanks screening but this was taking to long and the Americans over reacted to the middles game play and left their flanks open too much, especially their right side. The Germans poured through the hole after the Germans had whittled down the American armor. And it was game over. I didn’t even need to play to the end. Major German Victory!

Out of the 8 steps of Maus monster tanks, I only managed to take out two steps worth. One in the very beginning with some luck of drawing a P-47 with a 2 armor factor and taking the second one out with a shot from a M28. The Maus tanks fared much better then the M28’s on the battle field in this game. The major problem in this battle was I spread out my American armor way too much. They should have been kept at the rear to plug the holes, out of harms way, or attacked in mass. Either one would have been more effective.

The Sherman are basically only good for the crossfire bonus against the Maus tanks, use them instead to go after the lighter German armor and the loaded APC’s, which I didn’t or couldn’t because of my terrible setup.

By the way, those Maus have an AT range of 10!

Good game, win or lose, either way it is better then work!

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