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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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Neva River Crossing
Sinister Forces #24
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 4th SS "Police" Division
Soviet Union 268th Rifle Division
Display
Balance:



Overall balance chart for SiFo024
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Sinister Forces
Historicity Historical
Date 1941-08-19
Start Time 09:00
Turn Count 15
Visibility Day
Counters 124
Net Morale 0
Net Initiative 1
Maps 2: 3, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 145
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
River Crossing
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Beyond Normandy Counters
Eastern Front Maps + Counters
Sinister Forces Base Game
Introduction

The Soviets began to worry that the fall rains would halt Russian offensives with the Germans still too close to Leningrad. In order to prevent this, the experienced and professional 268th Rifle Division was tasked with crossing the Neva River, establishing a bridgehead there and expanding it to the east. On the other side of the river waited the men of the Police Division.

Conclusion

The Soviets successfully established a bridgehead over the Neva River, but prompt German response from the Police Division stopped the eastward expansion. Over the next days the two divisions engaged in intensive combat, with the Germans slowly gaining the upper hand. Finally admitting that their efforts were doing nothing but running up casualties, the Soviets called of the offensive.


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).
  • 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

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Overall balance chart for 439

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

(Shad on 2010 Dec 15)
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 (1)

200 Meters at a Time
Author Hugmenot
Method Solo
Victor Soviet Union
Play Date 2013-10-13
Language English
Scenario SiFo024

Played solo in 8.5 hours.

As I had not played any solo scenario for the past month due to an eye problem, I was looking forward to a medium size scenario I could finish in a weekend. I selected this specific scenario because it had no recorded play, very little leadership, and unusual victory conditions.

The Soviets win if they have 20 or more non-demoralized steps east of the river at the end of the game; the Germans win if the Soviets have less than 20 non-demoralized steps east of the river and the Germans have the majority of the Soviets in their sights and within shooting distance. Everything else is a draw.

Crossing the river will be a hard task because there is only one bridge and the two Soviet engineers will have to survive the powerful German OBA (2 x 16, 1 x 24) if they get anywhere close to the river.

I set up the Germans in small 3 to 4-unit groups along the river with a much larger concentration of troops near the bridge. The mortars were set in the wood closest to the bridge, out of sight of any advancing Soviet troops. I believe it was a mistake to set the mortars so close to the front; although it allowed them to shell troops on the far side, it made it too easy for the Soviets to silence them once they had enough troops across the river. I split the Soviets into three groups. Two small groups, each with 9 foot units and an engineer, are to try to cross the river at his northern and southern points. The units with bombardment factors are to stay out of line of sight and the rest of the troops are to force their way across the bridge.

The center sees combat almost immediately (2nd turn); the KV-1s raced up the road to discourage German units from trying to dig in on the bridge. The Germans respond with 37mm crossfire but miss, a story that was repeated for the next 3½ hours. The north and flanking groups move towards the river. The Germans bombard he group to the south and after 30 minutes, half the Soviets in that group alrea disrupted or demoralized. Not a good start for the Soviets.

The center group moves next to the river on the third turn and loses 2 steps, a small price to pay for such a quick advance. They fire en masse the following turn and eliminate a German INF platoon and reduce another. A Soviet Lieutenant, sensing an opportunity, leads several platoons across on bridge and then sends the troops into assault.

Soviets casualties are high, 13 steps by turn 6, but they are making progress. The Germans reinforce the assaults to try to push back the Soviets back but that leaves them with very little reserve. The Soviets win an assault and start another assault 200m further away from the river. By the end of turn 8, the Soviets have 15 undemoralized east of the river but they need more space if more are to come across.

The Soviets move a KV-1 east of the river and the Germans decide it is unacceptable. The 88mm fires but misses. A Soviet captain sees the flash and calls in artillery which, to his surprise, immediately eliminates the 88mm. The Germans try a crossfire shot from the 50mm and miss again. The same captain directs the 76.2mm to fire at the 50mm and it’s another perfectly placed fire mission.

With the elimination of the Germans two most potent AT guns, the remaining KV-1 cross the bridge but travel a bit too far as it leaves an opportunity for the Germans to seal off the bridge. The next three turns (12, 13, and 14) see the Soviets breaking the seal and the result is no longer in doubt.

Soviet victory!

I gave this one a “3” but would have given it a “4” if it played quicker. It’s a technical scenario in the sense you need to calculate the order of your Soviet activations at the beginning of the turn if they are to make progress. It’s something I enjoy but it might be annoying to players who enjoy a faster pace.

I did learn some lessons. 1. Crossing a river against a defender who has a powerful OBA is a hard task. I will use even less defenders on the flanks and rely on the OBA to prevent those crossings. 2. It may be better for the defenders to take the fight to the attackers on the bridge. The defenders will have a higher casualty rate but that will create a single hex choke point which will require clearing.

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