Operation MARS #1: Zhukov's Dream Tank Battles #13 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 2nd Luftwaffe Field Division | |
Soviet Union | 17th Guards Rifle Division | |
Soviet Union | 74th Rifle Brigade |
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Overall Rating, 1 vote |
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1
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Scenario Rank: --- of 940 |
Parent Game | Tank Battles |
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Historicity | Historical |
Date | 1942-11-25 |
Start Time | 09:00 |
Turn Count | 17 |
Visibility | Day |
Counters | 66 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 2: 1, 6 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 158 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Exit the Battle Area |
Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Off-board Artillery |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
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Eastern Front | Maps + Counters |
Red Warriors | Counters |
Tank Battles | Base Game |
Introduction |
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In the early morning hours of 25 November 1942, the Soviets fired a punÂishing barrage into the German positions in and around the village of Shiparevo. As the last shells fell Colonel Rupin's 74th Rifle Brigade advanced across the snow-covered fields. |
Conclusion |
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The 41st Army's commander had reason to be satisfied. The day's operations had gone well and if a few tanks had arrived to stiffen the German line, it was probably not enough to prevent the advance from continuing tomorrow. |
Additional Notes |
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Counters from Heroes of the Soviet Union may be used in place of those from Red Warriors. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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HoSU and RW counters were incorrectly printed as 4-7 AT value. Per HoSU scenario book these should all be 4-8 (triangular_cube
on 2017 Oct 08)
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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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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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Tank Battles #13 | ||||||||||||
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German LW ground troops deploy around the town in a ring, with their AT guns and mortars in the town itself for protection. The rest are dug in. They face an onslaught of Soviet combined arms... stuff... But really they just have to hold the town till turn 8 and then turn tail and exit the board immediately south, which takes a turn or two to do. They leave behind the guns as they dont have any transports but with a max step loss of 8, these are irrelevant. What makes this mechanically broken is the heavy snow rule combined with that turn 8 retreat. It takes the Soviets 7 turns to leg it to the town through the snow (x2 for the HMGs), so they find it abandoned when they reach and lose. They can bring in 3x INF sooner riding the T34s through the snow to the road on 6 and drive into the 88s if they really want, but they wont accomplish anything. This is one of the many early PG scenarios that clearly were never even put on a table prior to publishing, let alone balanced. |
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