Trouble at Ivanovskloe Sinister Forces #5 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 122nd Infantry Division | |
Soviet Union | NKVD |
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Overall Rating, 6 votes |
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3.33
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Scenario Rank: 548 of 949 |
Parent Game | Sinister Forces |
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Historicity | Historical |
Date | 1941-08-30 |
Start Time | 08:00 |
Turn Count | 20 |
Visibility | Day |
Counters | 127 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 2: 3, 6 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 135 |
AAR Bounty | 160 |
Total Plays | 7 |
Total AARs | 2 |
Battle Types |
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Bridge Control |
Road Control |
Urban Assault |
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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After capturing Liuban' and splitting apart the Soviet 48th Army, the Germans advanced on a wide front, straining to capture Mga, Kirishi, Kolpino, and Volkhov. To counter these moves, STAVKA transferred in the the 168th Rifle Division and ordered the 48th Army to regroup and organize a reliable defense, including tank barriers and especially anti-tank mines, and then find a way to counterattack. Into this sector also went a rapidly-formed NKVD Division with no name. Its order were to defend the hamlet of Ivanovskoe and its environs, up to the mouth of the Mga River. This was a tough unit built around Karelian border guards who feared no man. |
Conclusion |
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Attacking with the easy confidence of an army that had always rolled forward, the Germans were unpleasantly surprised. The former border guards repelled the Germans with ease. This was all the more surprising because except for a few anti-tank guns, the Russians had no heavy weapons, and no machine guns either. So, from Ivanovskoe to the mouth of the Mga River, the German juggernaut was suddenly stopped cold. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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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 morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4. (plloyd1010
on 2022 Jul 21)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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NKVD Sacrifice | ||||||||||||
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This was an interesting battle pitting a very strong German force against an NKVD battalion backed up by RKKA infantry, with no real support weapons. The Germans must control the east-west road at the end of 5 hours. The Russians defended with their NKVD units forward in a forest south of the road. They were utterly demolished by a German steamroller of infantry, HMGs and StuGs. However, after this initial success, the Germans repeatedly failed to follow up their attack by making it to the north side of the road, where the remainder of the Soviet infantry awaited them. What seemed like a sure German victory turned into a Russian victory because they couldn't put across an organized assault. |
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0 Comments |
Trouble With the Victory Conditions | ||||||||||||
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When I started play, I had that funny feeling that given the balance of forces, the VC's for the Germans were a tall order. 12 German infantry squads, 6 HMG's,and two engineers oppose 16 NKVD, 9 RKKA and 9 RKKA SMG units. Not really a German advantage. In the tank department, the four Stug IIIB are clearly superior to the seven T-60's on the Russian side. The Germans field an assortment of seven onboard guns, while the Russian weigh in with 6 x 45mm ATG's and whopping five dual purpose 76.2mm field guns. The Germans get a total of three off board artillery modules, the Russians none. I stacked three of the 76.2's for 30 artillery factors, giving the Russians some decent bombardment strength. With this OOB, the Germans need to control all road hexes reaching from the east edge to the middle of the western board and have ten steps of units across the Neva River. Now I may not be the best PG player, but I don't think this is happening for the Germans. Granted, the Russians will have to spread their forces to protect the road, the river and the town (which features in the major victory for the Germans), but there is enough material to contest control of the road as it winds its way through forests and have some forces to protect the other objectives. Fairly early on, I changed the VC to the Germans just taking the road portion between the two forest patches on board 6 and not lose more than 10 steps. This turned out to be a tight and enjoyable contest, with the Russians controlling the road in just one hex and the Germans losing 13 steps. |
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1 Comment |
Good AAR!
Yet another example of a scenario that was not properly play tested. Your revised VC set for the Germans sounds correct and will likely improve game balance and fun.
Perhaps a 4 is rather a high rating for this one as published?