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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Red God of War: Closing the Pocket
Sinister Forces #38
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany SS Cavalry Division
Soviet Union 78th Rifle Brigade
Display
Balance:



Overall balance chart for SiFo038
Total
Side 1 1
Draw 1
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Sinister Forces
Historicity Historical
Date 1942-12-05
Start Time 10:30
Turn Count 20
Visibility Day
Counters 51
Net Morale 0
Net Initiative 0
Maps 2: 5, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 125
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Sinister Forces Base Game
Introduction

When "Operation Mars" opened, the Soviet 41st Army penetrated the German lines just south of Belyi. But on the north flank of the penetration the best unit in the German army group, Panzer Grenadier Division Grossdeutschland, held firm. Surprisingly, so did the worst unit in the German order of battle, the 2nd Air Force Field Division. The air force division's stand left the Soviet forces attacking Grossdeutschland with an exposed rear flank, and the Germans tried to exploit this. Red Army units hurriedly turned around and tried to set up a front facing the south. Near the village of Volynovo, the Soviet and German efforts met head-on.

Conclusion

Confused fighting broke out as the two units collided, with neither having expected to find opposition on its approach march. The SS division suffered severe casualties (a theme common to just about all of its combat experience) but halt the Soviet move and established a secure perimeter. The Germans prepared for a counter-attack, while the Soviets dug in and hoped to stop their enemies long enough to crush Grossdeutschland.


Display Order of Battle

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

Display Errata (3)

3 Errata Items
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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)

Another decent Sinister Cav scenario
Author dricher (Soviet Union)
Method Face to Face
Victor Draw
Participants unknown
Play Date 2017-02-20
Language English
Scenario SiFo038

Due to time restrictions, we were looking for a fairly small scenario to play, so remembering that we liked the Cav scenario from a previous play we decided to go for the next one in that line. In this scenario two forces are going into a meeting engagement, and are restricted in movement by both heavy snow and the requirement to stay within one hex of the road until enemy units are spotted. The Germans have eight platoons of Cav backed by some machine guns and mortars against a Soviet force of fourteen infantry platoons also backed by HMGs and mortars. The Germans have better OBA, and the Cav certainly have the best mobility in the game. The Germans are trying to exit forces past the Soviets, with Cav counting double, while keeping the Soviets off of board 5 (their entry board). The Soviets are trying to prevent the Germans from exiting or staying on board 6 (their entry board) while getting onto board 5.

The first few turns are just both sides moving down the road, with the Soviets stacked up between the forests while the Germans are moving relatively rapidly. The Soviets finally spot the Germans while staying within the woods, so the Germans respond by coming around the corner of the woods to spot the Soviets. At this point a massive chess match breaks out, with both sides trying to maneuver for advantage. The Germans feint to the north, but the Soviets already intended to send some forces that direction to try and sneak onto board 5. Arty messes up a few units on both sides, but nothing of significance.

The Soviets clearly control both woods, so the Germans send some Cav around the south end to try and escape. One stack gets mauled by arty, but the other gets through and seems lined up for a board exit. The Soviets construct a trap with the Germans already in it, and the Germans try to find a way through. Anywhere they can duck into the woods lands them adjacent to Soviets waiting for opfire, but to go through the clear means braving all the Soviet arty. No guts, no glory, plus a healthy fear of Soviets in the woods from another scenario, means the Germans push as fast as possible. They manage to avoid HMG range, but all the arty the Soviets own comes crashing down on the running Cav. And it all misses. Not even a morale check. The Germans win initiative on the next turn and exit four steps of Cav, meeting the exit VCs and needing only to hold the Soviets on board 5. The Soviets must make board 5 to manage a draw at this point.

The Germans form a defense line based on the hill and frozen swamps on board 5. The Soviets begin a huge maneuver through the forests. Soviet arty harasses the Germans, but the Germans can’t answer back effectively due to forest cover. Up to this point, through 12 turns, neither side has suffered a step loss. That changes on turn 13. With so many Soviets moving so slowly, some units try to take advantage of the road to advance towards the western edge of the forest. The Germans send out a spotter, who brings all the German arty to bear, and between a step loss and a compound demoralization the Soviets lose an infantry platoon. The survivors meld back into the woods. The Soviets answer on turn 14 by using arty to inflict a step loss on German Cav running across the road towards the swamps. Except for a couple disruptions on German MGs no further action occurs as the Soviets position themselves through turn 17.

Finally the Soviet left bursts from the southern woods breaking for board 5. The Germans expect a bum rush from the Soviets in the northern woods, and hold arty. But the Soviets don’t leave their cover, and FOW ends the turn with the German arty unfired. The Germans realize the charge from the south woods is timed to support the northern forces, and German fire is about to be overwhelmed with a mass Soviet charge. On turn 19 the Soviets burst forward and launch troops onto the edge of board 5. German fire is fairly ineffective. On turn 20 the Soviets continue the charge along the entire front, and even though German fire and assaults knock out two more steps, 12 Soviet units are now on board 5 to seal the draw.

The scenario was quite fun, and a careful game of maneuver and counter maneuver. Casualties were low, four steps to one, so it did feel very chess-like. The Germans made a brilliant flank movement on the south to exit units, while my trap fell victim to the luck of the dice. My human wave was very effective, especially as the bad offensive dice carried through to the German player who could not stop the rush with firepower. We both liked the scenario, but the victory conditions seemed near impossible for one side to really get the overall advantage. A draw is the most likely outcome of this scenario, but without careful play by each side victory is possible. I rated it a weak 3 vice a strong 2 because despite the “challenging” VCs because it was fun to play regardless.

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