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Evening Engagement Raseiniai #8 |
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| (Attacker) Soviet Union | vs | Germany (Defender) |
| Formations Involved | ||
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| Germany | ![]() |
21st Infantry Division |
| Soviet Union | ![]() |
28th Tank Division |
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| Overall Rating, 3 votes |
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3.33
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| Scenario Rank: --- of 1093 |
| Parent Game | Raseiniai |
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| Historicity | Historical |
| Date | 1941-06-23 |
| Start Time | 18:00 |
| Turn Count | 16 |
| Visibility | Day & Night |
| Counters | 55 |
| Net Morale | 1 |
| Net Initiative | 0 |
| Maps | 2: 5, 8 |
| Layout Dimensions | 56 x 43 cm 22 x 17 in |
| Play Bounty | 165 |
| AAR Bounty | 163 |
| Total Plays | 2 |
| Total AARs | 2 |
| Battle Types |
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| Inflict Enemy Casualties |
| Conditions |
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| Terrain Mods |
| Scenario Requirements & Playability | |
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| Fire in the Steppe | Maps + Counters |
| Raseiniai | Base Game |
| Introduction |
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Between the disruptions of German air attacks, Soviet inexperience and the general confusion of a sneak attack, the planned Soviet counter-attack in Lithuania quickly encountered obstacles. Col. Ivan Chernyakovsky of 28th Tank Division should have waited for 2nd Tank Division to arrive on the other side of the German penetration, but air attacks had already devastated his forces and further delay might rob him of his remaining offensive power. He sent his 55th Tank Regiment forward as soon as it arrived. |
| Conclusion |
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Soviet combat reports claim that Maj. Sergei I. Onischuk’s regiment struck the flank of the 1st Panzer Division on its road march, which was certainly the intent of the counter-attack. The attackers instead came upon the 21st Infantry Division, and inflicted serious losses on the foot soldiers but at a cost of nearly half of the tanks committed. The infantry division’s advance had been halted, but the intended attack on the panzer division’s flank while it was stalled by the anti-tank brigade would have been devastating. |
| AFV Rules Pertaining to this Scenario's Order of Battle |
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| 3 Errata Items | |
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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 morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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| Move North and Attrit the Charging Tanks, Colonel! | ||||||||||||||
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This was another fun-filled, but slightly gamey, 2-session battle with the bold & quick-thinking, goosebrown, leading 13 attacking, tank platoons of the Soviet 28th Tank Division, in a 2-map, 16-game turn, shoot ‘em up on the steppes. I led road bound elements of the German 21st infantry Division. The German side drew better than average leaders. The Soviets drew 7 tank leaders, and had no infantry, or artillery support. Oddly, there were no geographical objectives designated in this unusual, conflict simulation. We used the FOW, smoke/illum, excess initiative and consolidation optional rules, as well as trying these FOUR experimental house rules: 1) Road Movement for Mechanized & Foot Units — All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units, 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, 3) Small Caliber AT & AA Rapid Fire Optional Rule — All small caliber (<48mm or less) anti-tank (AT) as well as automatic, anti-aircraft (AA) towed or self-propelled artillery units may fire twice in OPPORTUNITY FIRE (OPFIRE) against moving enemy formations using the same rules as apply for personnel units (INF, RIF, GREN, HMG, ENG, et al) when using OPFIRE. For example, British towed or portee 2-pdr AT guns, all 20mm, 25mm, 28mm, 37mm, 45mm, 47mm towed AT guns, and towed or self-propelled 37mm or 40mm AA guns may fire two OPFIRE missions at individual, moving enemy vehicular or personnel unit targets. Units firing OPFIRE may not move or be limbered and loaded in the same turn in which they OPFIRE, and 4) Armored Fighting Vehicle (AFV) Consolidation — Unless prohibited by special scenario rules, reduced 2-step tanks, and other AFV units of the same type, nationality, and morale condition may be combined to form a single, full-strength unit. Both reduced units must start their activation in the same hex and be activated by an adjacent – or same-hex – good order, Tank Leader. This action costs both units all their movement points. Remove one of the units, flip the other to its full-strength side and mark it activated. Happily, this rule set provided improved playability & simplicity to our play-through. Our fast-paced, first session (game turns 1-4) featured a broad-front, tactical withdrawal of selected German elements to the east on both maps, closely pursued by quick-marching, Soviet armored units. The Russians drew first blood in adjacent-hex firefights as the Wehrmacht force consolidated their infantry in the center of the battle map, as close the Soviet armor as possible, while their AT gun & IG units deployed to the east. A pair of close assaults began on the second game turn that eliminated 3 steps of BT-7 light tanks, causing Russian initiative to fall two levels in heavy fighting. Soviet reinforcements arrived during game turn 3. The victory point score was 6-3 at the end of the session in favor of the scrambling German side. The exciting and fun, second session (game turns 5-10) included multiple, adjacent-hex firefights and 4 successful German close assaults on tank platoons in the open. During game turn 7, Wehrmacht troops began forming square with the AT guns and HMG units at the corners. This ponderous formation moved slowly forward to the northeast in pursuit of the slowly withdrawing Russians. After exchanging, sporadic long-range fires, the session abruptly ended when the Soviet side conceded at the beginning of game turn 10. The final step loss tally was: 24-6 in favor of the Third Reich. There were 5 FOW-shortened game turns of the 10 played. This was a slightly gamey, but extremely fun-to-play scenario, with plenty of decision points and the opportunity for considerable maneuver by the Soviet tank units. I give it a solid 4, and recommend it for both SHARED and SOLO play, though it is notable that the victory conditions do not include geographical objectives. Also note that the more experienced player should lead the initially scattered, Wehrmacht force. |
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| 0 Comments |
| #8 Evening Engagement |
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Germans set up on the N-S road with no units adjacent, their forces strung out along the road from one end of the map to the other. Good placement of your ATGs & IGs is key for this battle as there is little to no cover, unless you count the fields. Two different Soviet tank forces, without infantry support, attack the German column from the west, unlike similar scenarios the Soviet tank force is made up of T26 & BT light tanks, good match for the three Pak36 batteries and even to the 75mm IGs. The German AT assets made quick work of the advancing Soviets and those that got close enough for extended assault were easily knocked out by the German infantry during assault combat. |
| 0 Comments |
TBRa007

