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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The Last Battle
White Eagles #20
(Attacker) Poland vs Germany (Attacker)
Formations Involved
Germany 13th Panzer Division
Poland 60th Reserve Infantry Division
Poland Zaza Cavalry Division
Display
Balance:



Overall balance chart for WhEa020
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game White Eagles
Historicity Historical
Date 1939-10-05
Start Time 05:30
Turn Count 44
Visibility Day
Counters 163
Net Morale 1
Net Initiative 1
Maps 4: 10, 17, 21, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 178
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Maps + Counters
Road to Berlin Maps + Counters
White Eagles Base Game
Introduction

Seemingly trapped, with ammunition running low and morale fading as news of Warsaw's fall finally settled in, Gen. Franciszek Kleeburg saw only one choice for his Polesie Operational Group - attack and destroy part of the German force facing him as a last gesture of defiance. Meanwhile Gustav von Wietersheim of XIV Motorized Corps prepared his own attack to end Polish resistance for good.

Conclusion

Control of Adamow swung back and forth throughout the morning, but eventually the Germans secured the town and then moved into the southern flank of the cavalry brigade operating just to the north. The Polish infantry struck the flank of the flanking attack with a spirited bayonet charge of their own, but the Germans laid down a massive artillery barrage on them and the Polish artillery could make no reply. With ammunition nearly exhausted and food running out quickly, Kleeburg surrendered his command the next morning. Polish patriots still claim that the September Campaign ended with a victory, but it is a very hollow satisfaction.


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.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

Display Errata (4)

4 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 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)
Overall balance chart for 1063

Taczankas are not susceptible to the 1 column shift during bombardment for shooting at loaded wagons.

(Shad on 2010 Dec 15)

Display AARs (3)

The Last Battle- More Like The Final Rout ?
Author vince hughes (Germany)
Method Face to Face
Victor Germany
Participants waynebaumber (AAR)
Play Date 2011-03-15
Language English
Scenario WhEa020

This was yet another randomly picked game that was played ftf with Wayne Baumber. On initially seeing the scenario, I thought it was going to be a very tensely contested battle. It has many options for initial dispositions and entry of each sides troops and should therefore lend itself to multi-plays with varying results

The initial positions of the Poles requires them to set-up around a town area in a quite densely wooded area. This town is/will/should be the lynch-pin of the battle. If the Poles lose this along with casualties, there would be little in the way back in for them barring suicidal charges.

The Germans obviously understood the importance of this town as they put by far the majority of their forces there, including the best of the officers and all the HMG's to lay down some serious firepower on the town. Another section of German infantry and guns secured some other towns further north.

The opening exchanges of the battle proved to be gritty around the town. Not many casualties, but the Germans having to work hard to get forward as the Poles stood up to any fire received quite well (and laid down some of their own). However, a reinforcing section of Polish infantry were caught in the flank as they tried to enter the town and this seemed to be the start of Polish problems ? Despite having held the town with not too much trouble after the first 5 turns of the 44 scheduled. The Poles inexplicably up'd sticks and began withdrawing from this all important town (Adamov). The Germans responded by swarming in and around the area and were soon assaulting, machine-gunning and shelling the heck out of the defenders turned retreaters.

Here after, the Poles simply could not gain any balance, and with initiative now lost, the carnage continued. In very short order, The Polish commander was forced to concede having already sustained 21 step losses to a zero German casualty sheet. It proved a very disappointing day for Polish arms.

I rate this a 3, but I suspect Wayne may rate lower. With some reason, he states he believes it unbalanced BUT only more plays will tell and of course, different set-ups and tactics will decide whether the Poles can do better. Its not often I would say a battle was poorly managed, but I think the Poles made some serious errors on this one. I certainly look forward to see other results, particularly head-to-head games to see what other plays produce

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The Last Battle
Author waynebaumber (Poland)
Method Face to Face
Victor Germany
Participants vince hughes (AAR)
Play Date 2011-03-15
Language English
Scenario WhEa020

This scenario was one of the most one sided I have ever played. I am however not sure if it is totally unbalanced or I messed up BIG. I suspect its a bit of both. The scenario is played over four boards with VP's for town control and step losses. Although the forces are about equal in strength the Germans have some major advantages : Higher Morale, Strong OBA, Mobility, Time (44 turns) and generally better firepower. The Poles have to defend 5 towns two of which the Germans can take on the first turn without any chance of the Poles stopping them. Now to where I messed up. The Polish forces come on from two board edges, I split the forces up even more and entered in 4 groups. The major town on board 10 which is held by the Poles is also the focal part of the battle, I failed to reinforce it enough and then tried to do a staged withdrawal which turned into a rout. In 10 turns I lost 16 steps without inflicting a single loss on the Nazi hordes. IMO the Poles have to bring all their Infantry forces on to the south edge board 10 and reinforce the town and hold that line, the Cavalry come onto the east edge of board 21 and assist best they can, screening the two towns and possibly trying to harry any disrupted demoralized enemy units that come in range. I still think that the Poles may struggle to win but the tactics above may at least make for a better defense than the rather crap effort I did. However I think that the scenario is an interesting situation and with a little tweaking could even become a classic. in fact I plan to play solo, taking my own advice and copying Vince's attack which a usual for him was well planned and executed. Its got a two rating at the moment but watch this space!

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Last Battle "redeux"
Author waynebaumber
Method Solo
Victor Germany
Play Date 2011-04-04
Language English
Scenario WhEa020

Those of you who read these AAR's will know that I said I would revisit this scenario after admitting that I had played this one badly as the Poles. Or as my honourable opponent wrote I had miss-manged the battle. We both agreed on what would be the best Polish strategy in this scenario when we reviewed our game. This would be to throw every available INF CYC HMG and ON unit into the battle for the main town on board 10, then use a CAV screen to the north in an attempt to slow any advance from that direction down. This would be a solo effort just to see if using IMO the best tactics for the Poles would it make it a worthwhile scenario. The short answer is No for a FtF game, but more rewarding for the solo player. This time round the Poles did inflict losses on the German forces but even so by GT14 the Germans had amassed enough points for a minor victory. The Poles can counterattack of course and in this game they inflicted a minor reverse on the Germans and took back two town hexes. This temporally took the result back to a draw, but time is on the German side (44 turns is along haul) and slowly the artillery and pressure from the north pushed the cavalry screen out in to the open where they were destroyed in short order, by GT25 the game had settled into a stalemate in the main town with neither side wishing to risk assaulting the other and the Germans capturing the other town hexes on board 21. This resulted by game end in another major German victory. As I said as an exercise for a solo player in how to take town hexes and as a simulation of the situation its an OK scenario as a game for FtF its not recommended

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