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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Deadly Toys
Storm Division #1
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 654th Heavy Panzerjäger Battalion
Germany 78th Storm Division
Soviet Union 469th Regiment
Soviet Union 58th Independent Tank Regiment
Display
Balance:



Overall balance chart for StmD001
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Storm Division
Historicity Historical
Date 1943-07-05
Start Time 06:15
Turn Count 22
Visibility Day
Counters 171
Net Morale 1
Net Initiative 1
Maps 3: 41, 42, 43
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 215
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Urban Assault
Entrenchment Control
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Burning Tigers Maps + Counters
Storm Division Base Game
Introduction

The Storm Division's first task would be to break through the thick minefields laid in front of the Soviet 148th Rifle Division's 469th Rifle Regiment. To assist them, all of the divisions on this front had been assigned companies of the B IV "Goliath" demolition vehicles. In essence, miniature unmanned tanks that would blow up the mines and clear a path for the German armor to follow. In this case, the Storm Division had an attached battalion of Ferdinand tank destroyers (later renamed "Elefant") and its own assault gun detachment.

Conclusion

Very few of the toy tanks reached their intended minefield targets, but those that did so blew enough holes in the defenses to allow the massive Ferdinands to waddle through, followed by the storm troops. With strong air support, the Storm Division advanced ten kilometers on the first day of the offensive, the greatest penetration of any Ninth Army division. That success would not be equaled again during the Kursk campaign by any Ninth Army formation.


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
  • Assault Gun: if closed-top, 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)
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Order of Battle

Germany Order of Battle
78th Storm Division
  • Motorized
Heer
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)

Display Errata (3)

3 Errata Items
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(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)

Storm Division #1 - Deadly Toys
Author Juiceman
Method Solo
Victor Germany
Play Date 2023-09-01
Language English
Scenario StmD001

The Goliaths lived up to their reputation for being unreliable, both waddled to their targets. the first unit had no effect (rolled a 2) while the second got KO by a Soviet ATR team.

The Soviets put up a good fight, it was not easy for the Stormtroopers at first, but they kept up the pressure eliminating a couple of dug in Soviet positions that opened up a small hole in the Soviet defense.

Threatened with a breakthrough the Soviet armored reserve sprang into action and caught a lone Elefant unit, supported by a company of STUGS in a crossfire, but after four shots the T34s did not strike home (too many low rolls) and the return fire was devastating, the 88L71 gun, wow, 1 shot goodbye T34 platoon. By this time the second Elefant waddled into the fight. The T34s got a little payback, they took out the STUG company before they were turned to scrap metal.

The rest of the Stromtroopers, supported by 2 Elefants, cleared the remaining Soviets from the 40m Hills and entrenchments (2 key VCs), while the rest of the force bypassed the village to exit off the map edge. Except for the dice rolling for all the morale checks, assaults, etc it was not a bad scenario, gave it a 3 but more like a 3.5 some might like it better than others.

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