Operation MARS #26: Luchesa River Valley Blues IV: Katov Resumes Attack Tank Battles #38 |
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(Defender) Germany | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Germany | Grossdeutschland Division | |
Soviet Union | 1st Guards Tank Brigade |
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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 | 1942-11-27 |
Start Time | 09:00 |
Turn Count | 35 |
Visibility | Day |
Counters | 178 |
Net Morale | 1 |
Net Initiative | 0 |
Maps | 2: 1, 4 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 193 |
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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Minefields |
Off-board Artillery |
Randomly-drawn Aircraft |
Reinforcements |
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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As the sun rose on another bitterly cold day, Major General Katov's formidable 3rd Mechanized Corps mounted an attack on the determined defenses of the Grossdeutschland Division. This promised to be another bloody day. |
Conclusion |
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After another bloody day of fighting the Germans still held Staruhki. The only thing that was certain for both sides is that it wouldn't be the last attempt to take the position. |
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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6 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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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 reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Tank Battles #38 | ||||||||||||
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This is another mini-monster that is going to tend towards a draw due to kills on both sides. Soviets have a ton of everything against a German primarily infantry force that occupies towns. Because the map footprint is so small, there isnt all that much of a strategy for the Soviets, they are so densely packed they are just going to steamroll across as a semi blob and crush anything in their path. Germans have to be more selective, and set up the bulk of their force in the town on board 4, with the balance in the town on 1 and its nearby hill, and a battle line dug in between them to hopefully blunt the attack. Of note is that their Stugs deploy forward in the town on 4 hoping to pop off some of the T-34s and potentially set up crossfire with the 50s on the hill. Also the Soviets have no where to hide their BM13s when onboarding so the Germans plan on taking these out as priority targets with their OBA on the path to hitting their step requirement. The Soviets are just too overwhelming though, and the Germans dont have the waves of reinforcements they had in the last one. The town falls after taking out a chunk of the attackers, including a good number of the RKKA T-34s, but there are plenty of Guards T-34s to take their place. The dug in line doesnt accomplish much against the armor, and then the hill falls and the town on 1. Very methodical, and grinding attack that ultimately does not run out of steam due to the massive amount of resources available. Soviets end with the town, but the Germans have enough kills to force the draw. Germans could have not used the dug in line to conserve bodies for a little tougher fight on 1, but I dont think it really matters. This is almost always going to draw. |
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