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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Little Saturn #4: Counterattack
Tank Battles #4
(Attacker) Germany
(Attacker) Italy
vs Soviet Union (Defender)
Formations Involved
Germany 27th Panzer Division
Italy 3ยช Divisone Fanteria "Ravenna"
Soviet Union 604th Rifle Regiment
Display
Balance:



Overall balance chart for TaBa004
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-12-16
Start Time 12:00
Turn Count 16
Visibility Day
Counters 66
Net Morale 0
Net Initiative 2
Maps 1: AK1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 168
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Conditions
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps + Counters
Eastern Front Counters
Tank Battles Base Game
Introduction

After a hard morning of fighting, the 195th Rifle Division had established itself in the initial defensive positions held by the Italians. However, the unexpectedly heavy resistance had badly disorganized the attackers. At noon, a large German force was spotted heading for the seam between the 604th and 564th Rifle Regiments. Reinforcements were rushed forward to stop the threat.

Conclusion

German tanks from the 27th Panzer Division drove into the flanks of the two Soviet regiments, creating some panic in the Russian ranks. However, the timely arrival of the guns of the 41st Tank Destroyer battalion restored the situation, forcing the Germans to withdraw before sustaining heavy losses. The division reorganized and by the end of the day had advanced four kilometers beyond their start line.


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).
  • 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

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Italy Order of Battle
Regio Esercito
  • Leader
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (3)

3 Errata Items
Scen 4

OBA indicator line is missing. Played with no OBA available.

(triangular_cube on 2022 Mar 08)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

On second thought, fall back
Author scrane
Method Solo
Victor Germany, Italy
Play Date 2011-02-25
Language English
Scenario TaBa004

This is a fast, small scenario wherein a split force of Soviet infantry and penal troops must defend against a combined force of Germans and Italians. The Soviets start with half their infantry defending one hill at the end of a short ridge, with the other half more than an hour's march to their east on the ridge. Two battalions of AT guns are a few hours march behind them, just beyond a second, longer ridge.

The Germans and Italians set up south of and between the two Soviet infantry forces. I put the Germans, consisting of two companies of infantry and a battalion of tanks, in the east half of the deployment area, facing the 2nd Soviet force on the short ridge. They were tasked with assaulting that enemy before turning and facing the other Soviet force on the hill. The Italians were deployed west of the Germans as a screen against a possible attack from this second Soviet force.

Victory conditions were very simple, first side to zero initiative looses. The Soviets are at a distinct disadvantage in that respect, so they must fight a defensive battle.

The battle lasted just over an hour, as the Germans easily steamrollered the eastern Soviet force and got enough step losses to reduce them to zero initiative. None of the other forces even saw any action, as the western Soviet force was trying to go around the Italian screen to strike the Germans, but the Italians were shifting position with them forcing them to travel even farther out of their way. The Soviet AT guns were only just clearing the long ridge in the rear at the end of the game. In the final turn, as the destruction of half the Soviet infantry was almost complete, I decided to have the remaining inf and the AT guns set up a 2nd defensive line on the rear ridge.

In retrospect, I should have had both Soviet infantry forces fall back and link up at the rear ridge, forcing the Germans and Italians to go farther to engage them and concentrating the defense. The AT guns might have come into play then and been a real threat to the German armor.

Not a really strong scenario design, not because the tactical situation wasn't interesting, but because it seemed like the scenario rules weren't fully fleshed out. There was no OBA for either side, which may have been by design but for some reason it just felt...missing. Like it was left out by mistake. The Morale ratings for the Soviets seemed suspect at 8/6, especially since no separate rating was listed for the Penal troops.

Still, not a bad way to spend two hours, and I would play it again just to try out the defense in depth idea.

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