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
Errors? Omissions? Report them!
Far in Advance
Sinister Forces #18
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 2nd SS Reconnaissance Battalion
Soviet Union 2nd Guards "Tamanskaya" Motor Rifle Division
Display
Balance:



Overall balance chart for SiFo018
Total
Side 1 3
Draw 0
Side 2 3
Overall Rating, 6 votes
5
4
3
2
1
3.83
Scenario Rank: 167 of 940
Parent Game Sinister Forces
Historicity Historical
Date 1941-07-23
Start Time 07:00
Turn Count 18
Visibility Day
Counters 49
Net Morale 0
Net Initiative 1
Maps 2: 5, 6
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 121
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Rural Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Maps + Counters
Sinister Forces Base Game
Introduction

While most of the SS Reich Division fought to hold the Yelni'a Salient, the division's reconnaissance battalion was strung out in to the northwest. In a forlorn attempt to maintain contact between 46th and 47th Panzer Corps, the battalion put itself in a vulnerable position should the Soviets regain the will to counterattack. When the 107th Rifle Division's command learned that the hated SS had presented itself as a target, they could not resist ignoring front orders to hold their own positions and lurched forward to crush the Hitlerites.

Conclusion

The SS battalion had been formed during the course of the campaign, and lacked much unit cohesion. What it did possess was mobility, and the slower Soviet elements had a hard time forcing casualties on it. Though ordered to hold their ground, the SS troops fled instead, opening a sizable gap in the German lines. The Soviets, however, were not yet ready to exploit it.


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.
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

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

Display Errata (2)

2 Errata Items
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (2)

Supermen Make Lousy Speedbumps
Author PaperTiger
Method Solo
Victor Soviet Union
Play Date 2013-09-23
Language English
Scenario SiFo018

Before I start a scenario, I like to have a look at the historic outcome of an action. It gives me something to set a goal by: I want to see if I can find a way to possibly change a little history. I read this time how on the day of battle, the freshly-formed SS battalion lacked cohesion as a fighting force.

I thought I’d try adding a little unity of command to see if I could slow down the Soviet attack. I put the German HMG in the northernmost area of the big woods on Map 6, with a halftrack in support. The rest of the SS forces were formed up in and behind the woods, to be used in a flying defense where needed. The INF would be the final reserve.

The Soviet set-up and tactics were a lot more basic: come in on the northeast corner of Map 6 and roll over anything that tried to stand in its way. Given their overwhelming numbers, this was already an easy task. Add in the fact that the Germans had no OBA and only three leaders (8-0-0, 7-0-0, and 6-0-0) and you had the makings of a German disaster from the git-go.

The first target for the Soviets was the HMG platoon. To their credit the German HMG’s stood up to preparatory Soviet OBA. As the Soviets crossed the road, they managed to demoralize a Soviet platoon. However, the Soviets INF, seeing an opportunity for vengeance, stood up to point blank HMG fire and got into assault positions. The HMG platoon soon ceased to exist, its members either killed or taken prisoner.

The Germans tried to form a line in the woods with what they had to slow down the Soviets, making the Soviets come to them and inflicting point-blank opfire on them. However at the same time, Soviet AT fire eliminated the far right German halftrack unit. This kicked the door open for Soviet INF and HMG’s to rapidly flank the woods and start working their way into the rear of the German defenses.

It was time for the SS to fall back. The two hapless Krad units bought time for their comrades, standing up to repeated Soviet assaults and tying up large numbers of Soviet INF. In the end, there was nothing left of either Krad unit to withdrawl. Special posthumous commendations go to both units.

The Soviets celebrated a major victory.

I see this as a good head-to-head action for a newbie as Soviets v a more experienced player as the SS. The difference in force size would be a challenge for the skill of the German player, and vice versa.

2 Comments
2013-09-24 04:06

When I read about walk-over like this, it always intrigues me how the result posted that went the other way occurred ? (see scenario page on HQ, 1 German win in this one)

Shame more people don't AAR

2013-09-24 16:25

Same here. I'd love to know how that German victory came about. The only thing that comes to my mind would be well-timed suicide assaults that the Soviets would have to respond to. (But then you have an upper German casualty limit.) Between the Soviet numbers and the absence of German OBA, the Soviets can just swamp any German position.

I'm with you, Vince. It IS a shame that more people don't AAR. To me that would be the ultimate PG "shop talk."

You must be a registered member and logged-in to post a comment.
Don't mess with the 107th
Author dricher (Soviet Union)
Method Face to Face
Victor Soviet Union
Participants unknown
Play Date 2014-05-13
Language English
Scenario SiFo018

The Germans can approach this from a passive perspective, using their mobility to delay the Soviets while avoiding engagement, or they can go gutsy and set up a defensive line on either flank of the woods and try to prevent the Russians from getting around them. My opponent went gutsy. He entrenched on either side of the woods, with a stronger right supported by a well-positioned left. I countered by coming in strong on his strong side, to include both ATGs, while a weaker force established a position in the edge of the woods north of the road. My goal was to push through his right, wheel towards the rear of his left, and encourage him to remove himself from board 6. My right flank was intended to prevent the Hail Mary play of sending a mobile force into my rear where I could not catch him. We both clearly intended to fight in the east.

On turn two everything went bad for my opponent. His dice are normally very strong, while mine tend towards below average. In fact, he won initiative every turn of the game. But what he didn’t realize is the number 107 is my lucky number. And I was running the 107th Division. Hence the dice gods blessed me. I took two shots at an SPW251, and the second shot made the miracle hit, blowing it to bits. Then I unleashed my OBA on the HMG unit in the same hex, and scored a step loss and demoralized it. Then he rolled for leader casualty on his only good officer, his Captain, and it turns out the Captain was standing next to the spot where a shell landed, and he was blown to bits. On turn three, another dose of OBA caused a compound morale failure on the same HMG, sealing it’s doom. He began withdrawing his right flank, and my ATGs reached the road. Two turns later his left flank was being threatened by the pair of guns, and it, too, began to give way.

On his right, my forces came at him strong. His opfire caused some disruptions, but nothing worse, and even my poor commissar was bored. And now I was cornering him. I caught a platoon of Grens in the woods, and demoralized them. As they ran, I kept chasing, until finally my recon unit launched a questionable assault all alone. It had the effect of pinning the Grens until I could get strong reinforcements into the assault. He tried to sneak some motorcycles through the woods, but my Sergeant was leading a cleanup force through the middle, and he saw the folly of continuing.

My heavy assault against his demoralized Grens managed to roll a 1 on the 30 column, and he passed the morale check. But then he had to make a recovery attempt. The free shot came up as a 6, and the triple step loss probably meant my highly charged units committed some horrible war crime in those woods. But the step count stood at five losses after eight turns. He had totally abandoned the left flank by then, and my ATGs were on the cusp of setting up in the southwest corner of the woods, providing a commanding sweep of the board against his mobile and lightly armored units. My opponent conceded that he would not be able to maintain a position on the board without yielding another step loss, and offered me the victory. Soviet major victory, and zero step losses for the Russians.

This scenario is a tough little nut to crack. The Germans have a mobile force capable at moving 3 to 4 times the speed of the Russian. I think a more mobile solution attempting to slow the Soviets, and then using the motorcycles to try and punch out a gun, followed by an armored charge might be able to break through the Soviet line and send one unit in the rear. The Russians are so slow they have little chance of pushing forward while eliminating an occupying unit in their rear. The challenge is making that hole. Turning this into a meeting engagement can certainly slow the Soviets enough to prevent them from clearing the board quickly, but my incredible luck on turn two caused so much damage to the Germans so early they just never could recover. If my opponent could have held the position for two more turns I suspect I would have been battling for a minor victory.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.304 seconds.