Little Saturn #1: Recon in Force Tank Battles #1 |
||
---|---|---|
(Attacker)
Germany
(Defender) Italy |
vs | Soviet Union (Attacker) |
Formations Involved | ||
---|---|---|
Italy | 5ª Divisone Fanteria "Cosseria" | |
Italy | 89º Reggimento Fanteria "Cosseria" | |
Soviet Union | 2nd Guards "Tamanskaya" Motor Rifle Division |
|
Overall Rating, 4 votes |
---|
3.25
|
Scenario Rank: --- of 940 |
Parent Game | Tank Battles |
---|---|
Historicity | Historical |
Date | 1942-12-12 |
Start Time | 08:00 |
Turn Count | 12 |
Visibility | Day |
Counters | 39 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 1: AK1 |
Layout Dimensions | 88 x 58 cm 35 x 23 in |
Play Bounty | 159 |
AAR Bounty | 165 |
Total Plays | 4 |
Total AARs | 2 |
Battle Types |
---|
Rural Assault |
Conditions |
---|
Entrenchments |
Off-board Artillery |
Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
---|---|
Afrika Korps | Maps + Counters |
Eastern Front | Counters |
Red Warriors | Counters |
Tank Battles | Base Game |
Introduction |
---|
Before the Soviet 6th Army started Operation Little Saturn, elements of the 127 Rifle Division were committed to driving in the Italian outposts and forward positions across Don River near Novo Kalitva. |
Conclusion |
---|
In a series of small actions, the 127th Rifle Division was able to expand its bridgehead on the Don River and draw Axis forces away from more critical sectors. Over the course of the next two days of fighting, the entire division along with the 82nd and 212th Tank Regiments was committed. These units were involved in stopping several stiff counterattacks by Italian and German formations in addition to launching their own attacks. |
Additional Notes |
---|
Scenario may be played as described or could be a night attack (Soviet player decides). If a night attack, start time is 0100, net morale becomes 1, total counters is 29, their are no reinforcements, and no off-board artillery. Fronte Russo counters could be used in place of the Italian units drawn from Afrika Korps. |
AFV Rules Pertaining to this Scenario's Order of Battle |
---|
|
2 Errata Items | |
---|---|
The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4. (plloyd1010
on 2022 Jul 21)
|
|
The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
|
Recond and Found | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Soviets were at a disadvantage,traversing open terrain with the Italians entrenched. The Soviets massed their forces on their left and assaulted the far right Italian entrenchment. The Italians put their entrenchment in line as close as they could and their mortars hit several units as the Soviets advanced. This didn’t stopped the Soviets though, as they pushed to and over the right hand Italian entrenchments. The German assault guns and Soviet T-34s traded shots and the German infantry dug in. At the end the Italians still held 2 entrenchments, suffering heavy losses. Draw. |
||||||||||||
0 Comments |
Tank Battles #1 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
This scenario uniquely gives the Soviet player the ability to choose a daylight or nightime assault against a line of Italian entrenchments. They get a morale bonus at night, or some tank support in the day. The Italians get some German help if they choose the day. I picked night, as this was going to be a quick close combat scenario, and the consistent +1 assault shift for higher morale was going to be the key. Plus the Soviets dont have to get hammered with fire on approach. That being said, it really is going to be tough, and I can't imagine the Soviets clearing 4 trenches in the 12 turns allotted unless the dice decide it unilaterally. That didnt happen for me, and the rushing Soviets got wiped out nearly completely with little effect on the Italian defenders. Soviets get absolutely no time to set up the assaults with the time limit, so they basically just had to cross the field and jump right in. It worked as well as you can imagine. The Italians have a little bit of flexibility to be cute in this one. They win if they hold one entrenchment, and the Soviets need all 4. Italians set up their entrenchments in a line on starting on the West edge,and spaced out per scenario instructions from there. This way they cant be flanked on the left (not that it matters here). They also completely abandoned the two eastern entrenchments on turn one, shifting into an even deeper defense on the 2 Western ones. As this was a night attack, the Soviets couldnt support anything from those firing positions anyway. This left them with 2 deep stacks in entrenchments that had to be assaulted head on by INF. The left over mortar and INF Italian units dug in between the trenches to support as well. Lots of different ways to say it was a massacre I guess. Aside from the abandoned entrenchments claimed by the Soviets (I guess the Italians could have taken them back, but the VCs didnt care) they ended up with nothing for the cost. Italian clear victory. Special circumstances made this one a little interesting at the start, but there isnt much to play out either way. Not enough turns to do the job. |
||||||||||||
0 Comments |