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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Tanks Alone
Sinister Forces #17
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 10th Panzer Division
Germany 2nd SS "Das Reich" Division
Soviet Union 105th Tank Division
Display
Balance:



Overall balance chart for SiFo017
Total
Side 1 2
Draw 1
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Sinister Forces
Historicity Historical
Date 1941-07-25
Start Time 08:00
Turn Count 20
Visibility Day
Counters 66
Net Morale 0
Net Initiative 2
Maps 4: 4, 5, 6, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 139
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Road Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Maps + Counters
Sinister Forces Base Game
Introduction

Dismayed by poor cooperation with the Voronezh Division, the 105th Tank's command staff decided to renew the attack the next day alone. Scouts had identified the unit boundary between the SS Reich Division and its neighboring Army division, and here the Soviets launched their strike. But the German corps commander had found what he hoped would be an answer to the giant Soviet tanks.

Conclusion

The Soviets easily penetrated the German positions, but had a difficult time digging the defenders out without infantry help. After several fruitless attempts the Soviet tankers withdrew, leaving 18 burning tanks and a large number of squashed SS men in their wake.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
Luftwaffe
  • Towed
Schutzstaffel
Soviet Union Order of Battle
Army (RKKA)

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 537

Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front.

(Shad on 2010 Dec 15)
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(Shad on 2010 Dec 15)

Display AARs (2)

A Study in Wishful Thinking
Author PaperTiger
Method Solo
Victor Germany
Play Date 2015-02-21
Language English
Scenario SiFo017

I had to try this one. Given the Soviets’ arm-long list of VC’s, the time frame allowed, the forces waiting for them, untested tanks that kept bogging down, and an order of battle that would make me doubt HQ’s sobriety much less its sanity, made this a scenario that I couldn’t resist. I set up the German defenses over its 75% of the mapboard. Then I assigned the Soviet armor its mission, and sent them off to meet their fate in a battle whose outcome was almost a forgone conclusion.

The main thrust of the Soviet effort was aimed at the German Heer units deployed on the west bank of the river on Map 5. The aim was to eliminate them, wheel around and push onto map 9. Meanwhile the T-26’s would clear the lightly held woods on Map 6 then roll east while the main force came up from the south of the large wooded hill on Map 9.

The Soviets were hampered before ever encountering a German unit by their own tanks. Committed to battle before given a proper field testing, Soviet armor kept bogging down, hampering the speed at which they could travel. They became easy targets for the hard-hitting and incredibly effective OBA and for equally disruptive raids by the Luftwaffe. The main Soviet thrust was weakened by disrupted and demoralized units. Their only two shining moments were when the German PzJr I was eliminated in a deadly crossfire and when the mighty KV-2’s rained death on the German infantry.

The T-26’s fared no better. The woods may have been held lightly, but they were held by incredibly determined SS units. What should have been a simple mission dragged on for hours with the first assault.

As the Soviet attack ground on, the Germans reinforced, shattering any forlorn hope of a Soviet victory. It was time to go home. While extricating themselves from the battle, the Soviets suffered enough casualties to give the German defenders a clear cut victory. The Soviets had once more reaffirmed in the form of corpses and burning armored hulks that armor by itself is a really bad way to dig out determined enemy infantry.

The special commendation for this action goes to the coordination of all aspects of the German defense. The OBA and Luftwaffe worked astoundingly well in breaking the morale of the Soviet armor. I especially have to mention the German mortar platoons that worked together to demoralize two T-34a platoons within 15 minutes.

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Too demanding victory conditions
Author dricher
Method Solo
Victor Draw
Play Date 2017-02-04
Language English
Scenario SiFo017

In this scenario a Soviet tank only force must try to dig out German infantry/gun positions. The Germans have a healthy albeit morale challenged force with both OBA and airpower, while the Soviets have unimpressive morale and no support. They have some good tanks, but that accounts for about half of them. At least they are also handicapped with tanks straight from the factory that each of them on a 1 out of 6 has only half movement. On top of that the Soviets have four victory conditions to meet, which summarizes as keeps the road clear not only of Germans, but of any German unit being able to hit a road with direct fire. The Germans must avoid these conditions, and inflict six step losses.

The Germans set up their 88mm on the southeast corner of the woods on board 9, with a huge open fire zone to hammer tanks approaching from any angle. The 75mm IG sets up adjacent, but with the intent of covering the south road (barely) with direct fire to spoil Soviet victory conditions. The 20mm AA sets up on the open hill on board 9 to cover the north road. German infantry lies in wait within the woods along the road to make any attempt to clear it painful. The 37mm guns (3) and remaining infantry of the north force goes into the woods on board 6, two flanking the road, one covering the open fields of board 6. The southern (and decent morale regular troops) force sets up with half the force dug in on the hill on board 5, the remaining foot units right along the board edge hoping to seize the town on board 4 if the Soviet tanks break down. The PzJr hides behind the hill, acting as a last ditch effort to occupy a road hex if needed.

The Soviets divide their tanks into two forces. The tanks with armor 4+ go against the SS since they are all but impervious to any anti-tank gun besides the 88mm, and the armor 2- tanks going against the regular German units since they can easily clobber the PzJr if required.

On the southern approach the Soviets and Germans both race for the town. The Soviets win, and the Germans occupy the road three hexes away. The Soviets spend ample time with direct fire trying to disrupt the Germans before moving adjacent, and finally get the needed result as the HMG disrupts. The Soviets make for the German line. German aircraft concentrate on the southern movement, and manage to cause some level of disruption to the tanks. The Soviets are trying to pummel the Germans from point blank range, so the Germans go on the assault. The HMG is constantly up and down in morale, and can’t get into the assault. Over time the Soviets eventually overpower the Germans, taking out six steps of Inf, two steps of HMG, and the leaders. But it was not without cost. The Soviets lose one step of T26 and one of T37, and leave demoralized tanks everywhere. The Soviets finally recover five steps of T26s and the BT7 and move forward, but the scenario is so close to completion there is no real chance to get into battle with the remaining three Inf and HMG waiting for battle, let alone chase down the PzJr.

On the north thrust, the Soviets go after the forces in the north woods of board 6. OBA and direct fire from German units manage to demoralize the KV2s, and these take forever to recover. The T34s rip into German forces, and eventually run around the northern edge of the woods to beat on the Germans on board 9. But the Germans on board 6 go after all the KVs. In the end, the tanks pulverize a lot of German troops, but both the KV2s suffer a step loss. The T34s crush all the German units on the exposed hill of board 9 (20mm AA plus two Inf), but this takes almost the entire scenario. The 88mm takes a couple shots, but never comes close to taking a step.

In the end, the Soviets lose four steps of tanks, while the Germans lose 26 steps total, plus three leaders. But they still have both roads covered by direct fire (and units sitting on the road in the woods of board 9), and the Soviets do not manage a single one of the four victory conditions. The results are almost to a T as described in the scenario's historical outcome (18 tanks burning, large numbers of squashed SS men), but the game ends in a draw since the Soviets clearly didn’t complete any tasks, and the Germans only achieve four step losses on the tanks. In fact, the last two turns were Soviet tanks trying to stay out of range and contact to prevent the loss.

The scenario isn’t bad to play, but the victory conditions are ridiculous. I can’t see how the Soviets could manage the victory conditions as they would need to nearly eliminate the Germans to achieve a win. And it's tough for the Germans to drive six steps lost if the Soviets run. Trying to get there with only twenty turns, mechanically unreliable tanks, and plenty of woods for the Germans just doesn’t work. I rate this a 1 based on unreasonable victory conditions. Edelweiss Expanded had another tank only scenario called Hunters of the Plains. I rated that one a 2, but my opponent felt it deserved a 3. Comparatively it is a much better scenario with victory conditions that are achievable by both sides. I really recommend between these two going with HofP vice this one.

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