Operation MARS #20: Molodoi Tud River Blues III: Tough Ride Tank Battles #32 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 312th Infantry Regiment | |
Soviet Union | 135th 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 | 1942-11-26 |
Start Time | 09:00 |
Turn Count | 39 |
Visibility | Day |
Counters | 231 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 4: 1, 3, 6, 8 |
Layout Dimensions | 112 x 43 cm 44 x 17 in |
Play Bounty | 220 |
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 |
Randomly-drawn Aircraft |
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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The men of the 135th Rifle Division, under Colonel V.G. Kovalenko, advanced again against the German lines. Fortified by an extra vodka ration against the winter cold, they would attempt one more time to drive into the defensive position. The fifty tanks of the 81st Tank Brigade were attached for support. The 312th Infantry Regiment wearily took up their weapons. |
Conclusion |
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Colonel D.I. Kuz'miv died during the attack. Soviet leaders were so worried about reprimands from on high that they led from the front (Zhukov had made himself clear regarding what was expected from his men). In very bitter fighting the Germans lost the village of Palatkino and were unable, despite repeated counterattacks, to retake it. |
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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8 Errata Items | |
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Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire). (Shad
on 2010 Dec 15)
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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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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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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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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 #32 | ||||||||||||
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This was the largest bloodbath in a scenario I have ever played. A massive Soviet force with low morale must plod through the snow, across 4 maps, taking it too a large German force that more or less only has infantry and artillery. Germans set up their main body in the woods on 6, set up in as good of a line as they can. They sent forward a reinforced company of infantry into the woods on 3 to spot for arty and create a speedbump for the Soviets. The longer they can hold out, the longer the Germans can pummel them with arty before they hit their main line. Soviets set up their massed arty in the town on 3, with a path for their turn 1 tanks to rush through. The infantry mass sets up along the river towards the west, leaving the clear approach on the east to hopefully advance through cover in the woods on 3 before hitting the German line. The plan is to just throw what they have forward while shooting up the tough spots, nothing unusual. The hope is to break the back of the line before the German reinforcements arrive. If they are set up in a good position by the arrival of the German Stugs they can hopefully win the duel and push on to the town on 1. The German company on board 3 does its job, but is ultimately wiped out. The constant artillery manages to break up about half of the Soviet formation, which with armor support crashes into the Germans on 6, themselves depleted by the Soviet arty which is just as powerful as the Germans. Eventually the tides of bodies win out, and the Germans wither, simply having less. The Soviets then win the tank duel and take the town, with not much of a force left. Casualties are massive on each side but the Soviets end up on top. |
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