Operation MARS #13: Shanaurin's Drive II: Almost at Gorodina Tank Battles #25 |
||
---|---|---|
(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
---|---|---|
Germany | 1st Panzer Division | |
Germany | 1st Panzer Reconnaissance Battalion | |
Soviet Union | 37th Mechanized Brigade | |
Soviet Union | 3rd Tank Regiment |
|
Overall Rating, 3 votes |
---|
2.33
|
Scenario Rank: --- of 940 |
Parent Game | Tank Battles |
---|---|
Historicity | Historical |
Date | 1942-11-27 |
Start Time | 12:00 |
Turn Count | 11 |
Visibility | Day |
Counters | 52 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 1: 4 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 146 |
AAR Bounty | 165 |
Total Plays | 3 |
Total AARs | 2 |
Battle Types |
---|
Inflict Enemy Casualties |
Urban Assault |
Conditions |
---|
Reinforcements |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
---|---|
Eastern Front | Maps + Counters |
Red Warriors | Counters |
Tank Battles | Base Game |
Introduction |
---|
The 3rd Tank Regiment under Major E.M. Pavlenko was proving to be a top-drawer outfit. They once again had the 1st Recon Battaion under Capt. von Freital trapped, this time in the village of Gorodina. Confident of victory the Soviets started to close the trap. |
Conclusion |
---|
The Germans avoided disaster by the slimmest of margins. The reconnaissance battalion suffered heavy loses as it was and had to be withdrawn to the Nacha River for a rest. Worse the Soviets had pushed tanks through south of Basino. |
Additional Notes |
---|
Counters from Heroes of the Soviet Union may be used in place of those from Red Warriors. There is no counter for SdKfz 10/4 in the 'Required Games' for this scenario. Use a counter from another game, or use a 20mm mounted on a SPW-251 per the Scenario Special Rules. (Treat as one unit; the gun may not be unloaded.) |
AFV Rules Pertaining to this Scenario's Order of Battle |
---|
|
6 Errata Items | |
---|---|
Scen 25 |
Soviets enter the east edge of board 4 (campsawyer
on 2011 Sep 04)
|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
|
|
The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
|
|
All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
|
|
The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
|
|
Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
|
Over extended German Panzers | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Continue with this mini campaign of scenarios in Tank battles. This one is short but decisive one for the Soviets. The Germans are just a recon unit from the 1st Panzer with light panzers only to go up against T-34's and T-60's plus INF and SMG's. There are German reinforcements but they will be too few if the Germans get behind. The game is all about capturing the town, who ever gets there first will have the edge. The Germans are closer but the initiative is even, so the first turn will be a toss up. In my game the Soviets moved first and moved the T34's, T-60's and SMG's on trucks right into town and occupied all the hexes. This forced the Germans to fight their way in, but they don't have the force. The Germans moved to position leaders for OBA and wait for the reinforcements, but they did not come on board up until turn 6, but by that point the Soviet defense was in place and casualties were high for the Germans, giving the victory to them. The scenario key is the first initiative roll, if the the Soviets win they have the town and the Germans can't take it without a lot of luck. If the initiative went the other way I could see this being a little closer. |
||||||||||||
0 Comments |
Tank Battles #25 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
On the surface this one looks very similar to TB24, except that the Soviets have an even more overwhelming force. Seeing as how decisively they won the last one, this does not bode well. The good news is they dont start on the board or enter it at any time, according to the scenario which was clearly not proofed. Unofficial errata has them entering from the east, which makes sense, but the end result is that the German reinforcements enter from the Soviet rear? Maybe thats right? Idk, but the scenario as written is non functioning, and as modified by user errata is merely not good. Soviet VCs say they must control the town and hit a kill number. Seeing as the odds are worse than the last go around where they stood no chance, the German Recon force plays for the draw and scatters, AFVs into the woods, to avoid combat. Their only hope for a draw is if both sides lose, and the Soviets dont get enough kills. The narrow turn limit and heavy snow make this a straightforward chase scenario with no resolution. Game ends in a draw with only OBA shots making impact. Poorly written VCs combined with obvious set up issues earn this a "1" from me. |
||||||||||||
0 Comments |