Operation MARS Scenario # 10: Hell's Fury II Tank Battles #22 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 430th Infantry Regiment | |
Germany | 5th Panzer Division | |
Soviet Union | 1st "Moscow Proletarian" Motorized Rifle Division | |
Soviet Union | 20th Cavalry Division | |
Soviet Union | 247th Rifle Division |
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Overall Rating, 1 vote |
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2
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Scenario Rank: --- of 940 |
Parent Game | Tank Battles |
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Historicity | Historical |
Date | 1942-11-30 |
Start Time | 09:00 |
Turn Count | 19 |
Visibility | Day |
Counters | 171 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 2: 4 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 187 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
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Airborne - IE | Counters |
Eastern Front | Maps + Counters |
Red Warriors | Counters |
Tank Battles | Base Game |
Introduction |
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General Kriukov's 2nd Guards Cavalry Corps along with the 1st Guards Motorised and the 247th Rifle Divisions again attacked both Maloe Kropotovo and Podosinovka. Marshal Zhukov would again try to impose his will on the battlefield. |
Conclusion |
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The Soviet attack came close to succeeding, but the stubborn German defenders would not be forced out of the towns. The attack would continue. More brave men on both sides would pay the ultimate price to conclude this battle. |
Additional Notes |
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Two copies of Eastern Front Deluxe will be required to play this scenario requiring 2 x board 4 and the amount of BM-13's and T60's required. Also note that where Red Warriors is not available, Heroes of the Soviet Union will suffice in its place. 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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10 Errata Items | |
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Scen 22 |
I suspect 12 X BM-13 is not correct, but I don't know what it should be. (triangular_cube
on 2023 Jan 12)
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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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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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Strongpoints are single step units and can be eliminated with X results like any other single step unit. (Shad
on 2010 Dec 15)
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The standard mix of strongpoints may be downloaded from Avalanche Press: http://www.avalanchepress.com/German_Strongpoints.php This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games. (plloyd1010
on 2012 Feb 01)
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Strongpoints are affected by the terrain in their hex just like any other unit.
Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex.
They may not dig in or benefit from entrenchments.
(rerathbun
on 2014 Apr 21)
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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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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 #22 | ||||||||||||
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I suspect this scenario needs errata, as the excessive amount of BM-13s seems wrong. Nevertheless, I played as written as there was no obvious, correct number available. Germans have to defend two towns from 3 Soviet formations while the earth around them quite literally blows up. To do this they have a skeleton recon force. There really isnt much to say, this one is a breeze for the Soviets. The German's only real hope is to heavily contest the entry of the Soviet BM-13s onto the board. Through AT guns, OBA, and air strikes they have a chance to knock some of them out before they can begin firing. Ultimately though, its not enough, and the other Soviet threats will still be able to get the job done. Not much else to say. Edit: I felt bad for ending abruptly. There is one more interesting thing about this scenario, although it doesnt salvage it from the massive amounts of rocket artillery. The Germans have 2 very small detachments that are assigned to the individual towns, while the rest is at large. Soviet VCs say they must control both towns, or only one while achieving enough kills. Because of this, the Germans can choose to evacuate one town and turtle in the other, and if doing so, the Eastern town seems to be optimal so you can still deploy with enough combat power forward to do an early fight over the BMs. That being said, this town is the one with the bulk of the Soviet force to contend with, the Western one only having a Cav force, and in PzG Cav is generally pretty poor, especially when of the 1 range variety. A few bits assigned here might be able to fend off Cavalry probes into the town with the initial skeleton force. However, this is obviously less to add to the main effort if done this way. My play attempted the abandon the West and turtle in the East approach, with the goal of eliminating the BMs with everything available. It didnt work. Still too many Soviets and not enough Germans. |
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