Operation MARS #25: Luchesa River Valley Blues III: The Bloody Nose Tank Battles #37 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | 1st Panzer Regiment | |
Germany | 37th Panzerjager Battalion | |
Germany | Grossdeutschland Division | |
Germany | Grossdeutschland Engineer Battlaaion | |
Soviet Union | 1319th Rifle Regiment | |
Soviet Union | 185th Rifle Division |
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Overall Rating, 1 vote |
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5
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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 | 31 |
Visibility | Day |
Counters | 222 |
Net Morale | 1 |
Net Initiative | 0 |
Maps | 1: 1, 4 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 204 |
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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Minefields |
Off-board Artillery |
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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Colonel Andriushchenko's 1319th Rifle Regiment and the majority of the armor of the 1st Guards Tank Brigade attacked towards Starkhi. |
Conclusion |
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The just-arriving Grossdeutschland Engineers sized up the situation and launched a vicious counterattack, stopping the Soviets cold. Soviet tank losses were very heavy. Marshal Zhukov's offensive was going nowhere quickly. |
Additional Notes |
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Counters from Heroes of the Soviet Union may be used in place of those from Red Warriors. Number of counters has been adjusted as per Unofficial Player’s Guide. 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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10 Errata Items | |
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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 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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Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front. (Shad
on 2010 Dec 15)
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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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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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Tank Battles #37 | ||||||||||||
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This one throws a huge amount of men on both sides fighting over the town on board 1. VCs are going to tend towards a draw, as it is most likely both sides are going to achieve their kill counts due to the sheer amount of men involved. That leaves control of the town itself as the deciding factor, and it will likely be contested at the end of the game. Germans have more men, but few tanks, and what they do have is going to arrive in waves of reinforcements so they have to withstand the initial Soviet attacks which have tons of rocket artillery and Guards tanks. The germans deploy mostly in the town, as that is what they need to hold on to, with some AT guns and HMGs on the nearby hill tops in entrenchments. Having no space left over for more units unless they triple stack, they through the 20s and some INF dug into the field as a bit of a road bump, as its expected that the Soviets will meander through there to avoid enemy fire on approach to the town. Soviets run over the road bump with their RKKA body, while the Guards run over the hill. Guards hit the town as the first German reinforcements drive directly at the RKKA and tear up the low morale men while they were getting ready to converge on the town with the Guard. Guards get a foothold in the town but never take the whole thing, and the Germans are unable to claw them out over the remaining turns ending in a draw. If the Soviets do get the town before the Germans get their 2nd reinforcement group they can probably hold out. Maybe not, but it was a good one. |
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