Operation MARS #16: Shanaurin's Drive V: Nikitinka Station Tank Battles #28 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 12th Panzer Division | |
Germany | 73rd Panzergrenadier Regiment | |
Soviet Union | 37th Mechanized Brigade |
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Overall Rating, 2 votes |
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2
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Scenario Rank: --- of 940 |
Parent Game | Tank Battles |
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Historicity | Historical |
Date | 1942-12-01 |
Start Time | 09:00 |
Turn Count | 25 |
Visibility | Day |
Counters | 121 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 2: 2, 6 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 175 |
AAR Bounty | 165 |
Total Plays | 2 |
Total AARs | 2 |
Battle Types |
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Urban Assault |
Conditions |
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Reinforcements |
Severe Weather |
Scenario Requirements & Playability | |
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Eastern Front | Maps + Counters |
Red Warriors | Counters |
Tank Battles | Base Game |
Introduction |
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Colonel Holste, commander of the 1st Panzer Division's 37th Artillery Regiment, formed a fighting group of various elements and headed out to recapture Nikitinka Station. |
Conclusion |
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The Soviets were ejected from Nikitinka Station. The odd force had done a good job for the Germans. The Germans ability to improvise small battlegroups kept the situation from getting out of hand. A day or two of rest was sorely needed by both sides, but wasn't likely to happen. |
Additional Notes |
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Counters from Heroes of the Soviet Union may be used in place of those from Red Warriors. 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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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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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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4. (plloyd1010
on 2022 Jul 21)
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Done in 8 turns | ||||||||||||
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It has been a while sense I had a clunker of a scenario, but this one fits the bill. It looks to have promise with ad-hoc German units trying to take the town/station. But a couple of problems occur right away. First, the Germans have no OBA or BF units, while the Soviets have a good amount of on board artillery, heavy and light mortars and Katyusha rocket batteries. This is key as the Germans need to rely on DF and Assault fire to kill the Soviets. Second, the Germans are only saddled with victory conditions, to take the town and not take losses. With my play the Soviets were able to hit 10 German step losses after turn 8. The Germans were barely able to clear the heavy woods right in their line of advance. Redeeming values of the scenario was the tank fights between the KV-1's and T-34s against the German PzIV's and Stugs. German assaults were successful against the KV-1's as well as the assaults on some Soviet AT guns. But the Germans never got close to the town, barely getting control of the woods before their losses ended the game. |
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0 Comments |
Tank Battles #28 | ||||||||||||
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This is a classic unbalanced old PZG scenario where the Germans under a time crunch must take the town on board 2 after crossing the forest on board 6. The town on board 2 is massive, and in early PZG the difficulty of pushing out defenders from town hexes wasnt completely calibrated. The task would be hard without the snow, but with the heavy snow the defense gets even easier. The Germans must move along the road or they arent going to reach the town in time. . Because of this, the Soviets set up their T-34s and KV-1s in ambush positions along the road in the board 6 forest, and set up a blocking force of SMG in the main southern forest in case the Germans push their thinner skinned units through it. The extreme north and south hills on board 2 are manned with 45s and artillery spotters on the level 2 crest. The rest of the troops including the BMs and mortars defend the town itself. Germans do try to push the thin skin APCs and accompanying infantry/eng through the forest, while a company of ENG pushes the northern forest to keep pressure on the T-34s to move after a turn or two of shooting. OP fire from the SMGs gets a couple steps but the SMG line and its low morale gets disrupted/demed early and falls back. The German armor pushes up the forest line near the road to engage the Soviet armor and clear the road. Soviets get the better hand in the exchange and end up hitting enough to eliminate modified 10 German steps. At this point the Soviets win by default per VCs. I had to play very aggressive with the Germans to have any chance of clearing the town. In the end they took too many step losses from aggressive play and strong Soviet rolls to not even make it off board 6. I don't think the Germans win this one often if ever, but after the last few this one was refreshing as it actually... worked... Curious point though, neither side has HMGs. Since there have been so many oversights in the printing of this module so far, im guessing this is another one. |
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0 Comments |