Koll’s Counter Attack Raseiniai #4 |
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(Defender) Soviet Union | vs | Germany (Attacker) |
Formations Involved |
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Overall Rating, 4 votes |
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3
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Scenario Rank: --- of 964 |
Parent Game | Raseiniai |
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Historicity | Historical |
Date | 1941-06-24 |
Start Time | 13:00 |
Turn Count | 18 |
Visibility | Day |
Counters | 50 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 2: 4, 5 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 164 |
AAR Bounty | 155 |
Total Plays | 3 |
Total AARs | 3 |
Battle Types |
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Inflict Enemy Casualties |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Fall of France 1 | Counters |
Fire in the Steppe | Maps + Counters |
Raseiniai | Base Game |
Introduction |
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Sixth Panzer Division did not have very impressive panzers: a total of 239 tanks, 155 of them Czech-built PzKpfw 35(t) light tanks and while another 47 were the even lighter PzKpfw II. Col. Richard Koll of 11th Panzer Regiment gathered up his panzers and trundled forward to fight the Soviet monster tanks. Nothing in his arsenal was any more potent than the anti-tank guns already lying mangled on the battlefield. |
Conclusion |
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Koll’s light tanks had a speed advantage over the lumbering Soviet machines, and he used that to gain flank shots against the big enemy tanks; it didn’t help. “From three sides their shells hammered against the steel giants,” wrote Erhard Raus, commander of the division’s other battle group, “but the effort to destroy them was in vain. On the other hand, our own panzers very soon began taking casualties, and after a long, futile struggle against the Russian giants, Colonel Koll’s vehicles had to withdraw into covering terrain to escape destruction.” |
Additional Notes |
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Functionally, all Pz38t's used from Fire in the Steppe are Pz38a(t)'s, according to the GSR. Fall of France counters are to fill out the Pz35(t) counter requirement. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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4 Errata Items | |
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Scen 4 |
Both sides are listed as setting up first (Juiceman
on 2022 Oct 18)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4. (plloyd1010
on 2016 Jul 25)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Tank Battle at Raseiniai, scenario #4: Koll’s Counter Attack | ||||||||||||
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Tank Battle at Raseiniai, scenario #4: Koll’s Counter Attack I noticed I played this scenario about a year ago and never recorded it, as at the time this supplement hadn't been added yet. This one looked interesting and didn’t have a lot counters, so was prefect for the time I had. It started out with both side’s Infantry kind of battling it out until the off board artillery and loses blunted anymore of this type of action and the Infantry licked their wounds and took a backseat to the armor engagement, which dominated the last ¾ of this scenario. The Germans only have two PzIVE units able to standup to a little of the Soviet KV2 & KV1 punishment but not enough to last and the German Pz35t, Pz35tA & PzII and the Soviet T26 & BT5 cancel each other out. The German were only able to takeout one step of KV Russian armor and paid the price for it. By turn 16 the matter was settled and the Germans unit pulled away from the action giving the Soviets a Major Victory. The Last two turns would have only given the Soviets more points and by turn 16, they were winning 34 points to 15 points. |
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#4 Koll’s Counter Attack | ||||||||||||
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The Germans swarmed around the Soviet Tanks like Bees protecting their hive, trying to set up the crossfire Bonus, which was the only way the German Panzers would have a chance against the Soviet heavy tanks. The Panzers got into position, won the initiative roll on the next turn with a company of Pz35ts setting up the crossfire for the two platoons of PzIVs but alas all four shots bounced off the KV tanks, they would not get a second chance as the Soviet gunners returned fire taking out several German panzers including the PzIVs. The remaining German tanks took out their frustrations by eliminating the Soviet BT & T26 light tanks, the Soviets got a little nervous when they lost 3 out of 4 tank leaders which restricted their movements, but this come too late in the game to be a factor. |
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Halt & Roll Back the 6th Panzer, Comrade! | ||||||||||||||
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This was a much-postponed 4-session play-through with the wily & unpredictable, Goosebrown, leading elements of the attacking German 6th Panzer Division in the opening days of Operation Barbarossa. I led defending elements of the Soviet 2nd Tank Division. Both sides drew good leader sets, with the Germans having slightly better quality. This was combined arms scenario on two map boards. Thankfully there were NO pesky, towed anti-tank guns in the scenario instructions. Both sides drew better-than-average leaders, with the Boche attackers having a slight edge. However, there was no sign of Colonel Koll, himself. We used the FOW, consolidation, smoke/illum, hidden units (Russian), excess initiative, recon by fire and extended assault optional rules. German armored units were efficient and the Russians were not. Also utilized were these 2 house rules: 1) Road Movement for Mechanized & Foot Units – All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. The first session (game turns 1-5) featured a movement-to-contact and immediate armor vs infantry confrontation with Colonel Koll’s attacking battle group in the south forest of the Map 4. Meanwhile a mass movement of panzers cautiously approached from the south swinging west in a curving pattern to the east while sniffing for hidden Soviets units. At length, the Wehrmacht tankers stumbled upon a couple of BT-5 light tanks that they could see and a spirited exchange of AT fire ensued in the woods directly north of the town as the Russians drew first blood. The lead panzer elements in clear terrain north of the town ran headlong into a hail of armor-piercing rounds from four KV-1 platoons stationed in the northern portion of the town. At session end, step losses for the Germans totaled 8, resulting in a decrease in initiative level. Our truncated, second session (game turn 6 to mid-turn 7) featured the unexpected flight of a pair of BT-7 platoons from, near-certain death in the woods north of the town, as well as an exchange of multiple long-range AT shots. In the south woods, the Germans mounted a massive infantry-based, counter attack that pinned a pair of KV-2 heavy tanks & their accompanying infantry, but at the cost of an overeager Wehrmacht infantry platoon. The updated step loss tally was now 12 for the scrambling Germans, resulting in another decrease in their initiative level. Surprisingly, no Bolshevik steps were lost this session, in what might be turning into a possible Soviet minor victory. The third session (game turns 7-11) was a dramatic one for both sides with heavy fighting in the south forest and the exchange of many AT shots in the north. Step losses this session were: 8 and a leader captured for the Germans, and 5 for the Russians, including a step loss to an incautious KV-1 platoon. Both sides lost an initiative level in the fierce fighting, though the Wehrmacht managed to seize the initiative 3 of the turns played. Only 7 game turns remain to be played and the current victory point differential is now only 15 in favor of the defending Soviets. Our fourth session (game turns 12-14) was a horrific one for the Germans, and my worthy opponent chose to concede during the 14th game turn when it was clear that there were no longer sufficient German units to achieve any sort of victory. Final result: a Soviet Major Victory. This somewhat gamey scenario gets a 3 from me and is in need of a victory condition rewrite. However, it is suitable for SHARED or SOLO play, but as published it is likely a better choice for solitaire play. The more experienced player should lead the Axis side. Here are some suggestions for improvement in shared play: A. Use the pair of Pz-II light tank platoons as recon units able to see enemy formations in limited terrain from up to 4 hexes away, B. There is no German Colonel Koll in the scenario setup, who is mentioned in the writeup. Select & deploy the appropriate leader counter to play this historic role, C. Deploy the all the Soviet units in hidden mode and use the recon by fire optional rule, and D. The victory conditions should include a geographical objective for the attacking Germans side. |
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