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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Blood Libel
White Eagles #15
(Attacker) Poland vs Germany (Defender)
Formations Involved
Germany 20th Motorized Infantry Division
Poland Pomorska Cavalry Brigade
Display
Balance:



Overall balance chart for WhEa015
Total
Side 1 0
Draw 0
Side 2 5
Overall Rating, 5 votes
5
4
3
2
1
2.6
Scenario Rank: 888 of 940
Parent Game White Eagles
Historicity Historical
Date 1939-09-01
Start Time 15:00
Turn Count 16
Visibility Day
Counters 41
Net Morale 0
Net Initiative 3
Maps 1: 17
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 120
AAR Bounty 227
Total Plays 5
Total AARs 0
Battle Types
Rural Assault
Surprise Attack
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Eastern Front Counters
Road to Berlin Maps
White Eagles Base Game
Introduction

On the northern end of the line in the so-called "Polish Corridor" of West Prussia, the Pomorska Cavalry Brigade faced heavy attacks by German mobile units. Taking half his regiment on a wide flanking attack, Col. Kazimierz Mastelarz surprised a German battalion sitting down to dinner.

Conclusion

Acting as though they were not in the middle of a shooting war, the German infantrymen carried on with their summer camp routine. Mastelarz's men rode down many of the Germans, but armored cars from the divisional recon battalion arrived just in time to prevent their annihilation. The colonel and 20 of his troopers were killed in action, and the Germans proudly showed their corpses to Italian war correspondents, claiming that the foolish Poles had launched a saber charge against tanks. A myth would spread from this incident, one that still surfaces on occasion.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Poland Order of Battle
Wojska LÄ…dowe
  • Foot

Display Errata (2)

2 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 691

One unit of Polish Calvary from White Eagles has a printed movement of 5, it should be 6 like the rest.

(garbare83686 on 2023 Aug 13)
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