Into the Breach Sinister Forces #3 |
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(Attacker) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 10th Panzer Division | |
Soviet Union | 42nd NKVD Rifle Brigade |
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Overall Rating, 8 votes |
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3.25
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Scenario Rank: 596 of 940 |
Parent Game | Sinister Forces |
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Historicity | Historical |
Date | 1941-07-07 |
Start Time | 09:30 |
Turn Count | 10 |
Visibility | Day |
Counters | 67 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 3: 1, 5, 6 |
Layout Dimensions | 84 x 43 cm 33 x 17 in |
Play Bounty | 127 |
AAR Bounty | 159 |
Total Plays | 9 |
Total AARs | 3 |
Battle Types |
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Exit the Battle Area |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Eastern Front | Maps + Counters |
Sinister Forces | Base Game |
Introduction |
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As German panzer divisions began their headlong advance on Smolensk, the Red Army desperately tried to slow them down. Though the Soviets still fought hard, the Germans held many advantages, especially when they found the boundaries between major Soviet formations. Poor command coordination made the flanks of Soviet corps and armies vulnerable to German mobile attackers. When a German panzer division began to penetrate the uncovered gap between 2nd Rifle Corps (part of 20th Army) and 20th Mechanized Corps (from 13th Army)northwest of Mogilev, the rifle corps command quickly hurled an NKVD unit into the breach to at least slow them down. |
Conclusion |
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The NKVD troops proved willing to fight, but unable to stop the oncoming panzers. With very little anti-tank capability, the party's enforcers could not hold their lines and the Germans smashed a gaping hole in the Soviet position. The German advance continued almost unimpeded. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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Scen 3 |
10 turns. (Shad
on 2010 Apr 29)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4. (plloyd1010
on 2016 Jul 25)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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Through the Breach | ||||||||||||
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The Soviets moved down the road with infantry. The AT guns went north and another company south. The Germans got OBA on turn 1. In three turns it had destroyed the AT guns and disrupted/demoralized more infantry. The Soviets, having deployed the Kommissar in the center, were unable to get their units around the AT position rallied. The German armor was all off the map by the end of Turn 5. Major German victory. |
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0 Comments |
Slow them with what? |
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In this scenario the Germans are trying to get their AFVs across the board, while an NKVD unit tries to slow them down. The Germans must exit all their AFVs by turn seven for a major, or exit five by turn eight for a minor. The NKVD must destroy or keep disrupted/demoralized units on the board, six steps for a minor, eight for a major. All the German forces are armored or riding armored vehicles. They should stay that way. The NKVD have one small ATG, and can only affect the Germans in an assault otherwise. This scenario will go fast. The NKVD try to defend on the eastern board, setting up the ATG in as good a field of fire as they can, throwing out a roadblock, and positioning infantry to try and chase anything flanking them. The Germans simply roar across the board, then avoid the tree lined road trap, and head north. While the ATG gets a couple shots off during the game, they are all very low probability and amount to nothing. The Germans are happy to use their halftrack mounted infantry as a screen for the armor, and nothing comes close to hitting said armor. The best the NKVD ever does is assault a couple stacks of loaded halftracks. One assault goes very well and takes out a total of five steps (Inf unit, 81mm, two halftracks). Nothing else goes particularly well, although one other halftrack is delayed in getting off the board. In the end, the AFVs all exit by turn six, most of the halftracks by turn seven, and the delayed one on turn eight. German losses, five steps, NKVD losses ten steps (three by German OBA!). Major German victory. Not an exciting scenario. The NKVD has almost nothing to use to challenge the Germans. Eventually they were able to trap some infantry forces and inflict one step loss too few, but this scenario would be painful to play face to face as the Russians. Just watching your enemy run by cannot be exciting. I almost consider this broken, except the Russians were just shy of their minor conditions (still a loss). I’ll let it eke out a 2, but it’s a low 2. |
0 Comments |
Pointless |
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This scenario is kind of pointless, as the z Germans just have to exit their tanks off the east board edge and they win. The Russians, who are mounted in trucks, can follow, but at a severe risk. The Germans just have to move east, let the infantry (which is all mounted in half tracks…) defend the perimeter, and the tanks can easily exit. The Russians have no artillery and only a single 45mm AT counter that can stop the Germans. They do have lots of NKVD infantry, but it’s unlikely that they will be in place to block the Germans for long. Good luck! |
0 Comments |