Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Operation MARS #24: Luchesa River Valley Blues II: Tolkachi
Tank Battles #36
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 216th Infantry Regiment
Germany 86th Infantry Division
Soviet Union 238th Rifle Division
Display
Balance:



Overall balance chart for TaBa036
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-26
Start Time 13:00
Turn Count 15
Visibility Day
Counters 39
Net Morale 1
Net Initiative 1
Maps 1: 4
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 144
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Tank Battles Base Game
Introduction

After several failed attempts the Soviets decided to try one more time for Tolkachi. The 238th Rifle Division was selected for the task and given light tank support.

Conclusion

The Germans knew they would have to withstand this last attack of the day. And repulse it they did. The Soviets were just as determined and finally wrested the village from the Germans. The Soviets had paid a high price for Tolkachi. Only time could tell if the result would be worth the cost.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Heer
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Towed

Display Errata (3)

3 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Tank Battles #36
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2023-02-03
Language English
Scenario TaBa036

This is a small scenario that has a very small and stretched German force surrounded by a larger Soviet force with flimsy morale. The Soviets have to take the entire town, and are facing a tight time constraint, but they have the firepower to get this done if things go well.

Soviets have to spread out at the start, and approach from at least 2 sides in order to fully stretch out the Germans, who wont have enough units to fully occupy the town. Seeing as they wont know from which direction the tanks will come, and having no transport for their guns, they set up their 37s in the center of the town so they can hit them whenever they breach the buildings. The rest are spread out along the edge of the town, but are anticipating some shuffling once they figure out just what is going on.

The Soviets set up their tanks in the fields north of town ready to move south and shoot up targets at a distance, advancing only once the Germans are either depleted or displaced away from them. The rest of the Soviet bodies set up in the woods south east of town, planning to advance through under cover. This is a tradeoff, as they will take up more time approaching from this direction, but with flimsy morale and German OBA this is a necessity.

Seeing the advancing Soviets, the Germans move most of their force towards the Southern edge, and the T-60s head south to close to 3 hexes and start shooting in. The Soviet infantry, after a few turns, reach the wood line and start exchanging fire with the town. They score some disruptions on their right, opening up a path to approach the town and start moving in from the east.

Soviets from the east are able to start pinning German units in assault, but not having enough punch to do anything other than tie them down. The Soviets bring up the HMGs and finally get into assault and start methodically taking the town. With enough Germans pinned, the T-60s close and start picking apart the rear guard, finally taking the north west of the town itself and exchanges fire with the 37s.

As the closing turns approach, the Germans are down to one hex with 1xINF and 1x HMG reduced, the Soviets strategically break their assault and DF pours in from every direction, demoralizing the stack. They swing in on the last turn to eject them from the town and take the whole thing.

Close fought Soviet win on the last turn. Despite appearances this one is a really fun one, with a lot of choices and very tough decisions for both players.

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Good Solo scenario
Author waynebaumber
Method Solo
Victor Draw
Play Date 2012-04-18
Language English
Scenario TaBa036

This small scenario, playable in less than three hours, has a Soviet force trying to recapture a German held town. The Soviets have nearly a 3-1 advantage in numbers and armour support. The Germans have better morale and in my game the mighty +2 leader. The Germans start in or near the town, the Russians at least 5 hexes away from said town. The Soviets went for a North/South attack which started well pushing the outlaying German picket forces back into the town. More German discomfort soon followed as an SOS barrage landed short causing friendly fire losses. (Trust this to happen in a solo game and not against Herr Hughes) However accurate rifle and MG fire and disrupted the Soviet southern thrust and the first large urban assault in the north had led to Soviet losses. This assault in fact would not be resolved the entire game with units disrupting and rallying but with no side gaining an advantage. The Soviet player seeing that his units lacked the close combat cutting edge tried to use point blank fire from his light tanks to soften up the German defenders prior to launching the final assault, this did cause some losses and the German lines contracted to just two stacks each end of the town. These though proved just too tough a nut to crack for the Red Army and by game end the Soviet commander had failed to take the town, as for the German VC they has lost too many units to claim a victory so a draw was the result. This game is almost perfect for a quick solo session and the result was in doubt until the last turn.

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