Operation MARS # 9: Hell's Fury I Tank Battles #21 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 430th Infantry Regiment | |
Soviet Union | 1st "Moscow Proletarian" Motorized Rifle Division | |
Soviet Union | 20th Guards Rifle Division |
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Overall Rating, 1 vote |
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4
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Scenario Rank: --- of 940 |
Parent Game | Tank Battles |
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Historicity | Historical |
Date | 1942-11-30 |
Start Time | 06:30 |
Turn Count | 25 |
Visibility | Day |
Counters | 155 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 2: 3, 6 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 185 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
Rural Assault |
Urban Assault |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Reinforcements |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
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Eastern Front | Maps + Counters |
Red Warriors | Counters |
Road to Berlin | Counters |
Tank Battles | Base Game |
Introduction |
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On the morning of November the 30th, 1942, the Soviets faced a desperate situation. The 6th Tank and 2nd Guards Cavalry Corps were trapped behind enemy lines. An all out offensive was hurriedly launched to relieve them. The town of Nikonovo was the first position that had to be cleared. |
Conclusion |
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The attack went nowhere, but the Soviets continued long past the point of any chance of success. The wastage of men and material would continue as long as the generals thought there was any hope. |
Additional Notes |
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Where Red Warriors is shown as a required supplement, Heroes of the Soviet Union will suffice in its place. The German StuG IIIg originally had an AT value of 5-8 in the game system, later the AT value was changed to 6-8. The 5-8 AT value would better describe the StuG IIIf, a vehicle which never officially entered the PG universe. For players not using Heroes of the Soviet Union or Red Warriors counters, use 5-8 for the AT values. Soviet Guards transport counters may be downloaded from Avalanche Press. Otherwise, use RKKA trucks and wagons in place of Guards Wagons as needed. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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4 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 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 morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts. (danradz
on 2011 May 04)
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Tank Battles #21 | ||||||||||||
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This is a bit of an absurd one where the Soviets push 60 foot units across a single Geo-Map into a German position to clear the town or eliminate the Battalion HQ and amass a body count. The Germans decide to not contest map 6 at all, as the Soviets would be able to set up in the same woods. Maximizing approach OP fire is a necessity to slow down the horde. Intent on holding the town until achieving enough kills of their own, and then mounting an armored counter attack once a weak spot in the Soviet blob emerges, the Germans set up along the woods overlooking the road off of 6 on 3, and the rest stack tall in the town itself. Soviets divide their main force into 4 groups, on in the north, center, and south, with one more pushing up behind the center in reserve. The artillery deploys in safety in the woods. At this point they just begin pushing forward, prioritizing their OBA fire vs movement for FOW and trying to stay coherant to until contact. Germans focus fire their OBA as the Soviets have 8 morale instead of 7, and start picking apart the groups one by one, first the South, then the North, then the Center. Losses pile up but the Soviets keep moving like a game of space invaders. German reinforcements arrive early and they race down the road, with the IVs going to counter the northern group and the IIIs supporting the woods based infantry line against the Center. Lucky initiate rolls allow the Soviet Center to pin and pummel 4 steps of IIIFs while the Center Reserve continued the push. The North disintegrated due to OBA and fire, and finally assaults from the IVs. The Soviets abandon the North and push the survivors back into the trees to join up with the regrouping initial Center as the Reserve pushes forward here. The Southern group makes contact with the German infantry line and starts picking it apart. Those who are not pinned down retreat to form a new line dug in nearby the town. Enough combined OBA and the newly freed up IVs fall down onto the center and the last pushes from the South arent enough to clear the town. This one is a tough nut to crack for the Soviets even with their mass of bodies as taking towns against densely stacked defenders with OBA is still pretty tough in PZG, but it was a pretty unique experience commanding that many troops in such a small area. Without the snow bogging them down, I think the Soviets win this one. |
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