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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Gates of Brest
White Eagles #25
(Defender) Poland vs Germany (Attacker)
Formations Involved
Germany 10th Panzer Division
Poland 113th Light Tank Company
Poland 82nd Infantry Regiment
Display
Balance:



Overall balance chart for WhEa025
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game White Eagles
Historicity Historical
Date 1939-09-14
Start Time 10:30
Turn Count 24
Visibility Day
Counters 77
Net Morale 1
Net Initiative 2
Maps 2: 17, 4
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 138
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Road to Berlin Maps
White Eagles Base Game
Introduction

The Polish high command abandoned Warsaw on September 7th, moving to Brest-Litovsk (Brzesc in Polish)in eastern Poland, where the Polish Army maintained a large fortress complex but was not prepared to control the entire war effort. Once the Germans understood the move, they raced to capture the fortress both to decapitate Polish leadership and to snag the prize before their Soviet allies entered the war. The Polish high command deployed its last armored reserves to help hold the city - including the armored train Smialy.

Conclusion

The Poles placed their weak garrison just north of the Brest fortress in an attempt to stop the Germans from seizing it "off the march." The Poles successfully slowed the German advance, but lost all their tanks in the effort and suffered serious casualties. The Germans would renew their assault the next day, while the high command made its way southward toward Romania.


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.
  • 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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • 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
  • Towed
Poland Order of Battle
Wojska Lądowe
  • Mechanized
  • Misc
  • 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Blockship
Author Matt W
Method Solo
Victor Germany
Play Date 2012-09-27
Language English
Scenario WhEa025

The Polish M17 tank is a relic of the First World War. It has only a 4-4 DF and a 1-3 AT capability. It doesn't move well and it is quite vulnerable to AT fire with only a "0" armor rating. Plus, like any tank, each step counts as 2 towards lowering initiative, etc. It does, however, take up space and if destroyed in a town hex, it can pretty much clog up the town to other vehicles. Nifty that the scenario includes rules for scuttling them if you so desire.

Turns out that they actually performed well by combining their DF to cause some losses through opportunity fire and then ripping through some Pz IIs before being involuntarily turned into wreck markers. As a matter of fact, the picture in the White Eagles booklet of two M17s destroyed in a gate at Brest was quite evocative of my mapboard. I had three wrecks in one hex of a town directly next to another two, which sat next to a third hex with one wreck in it (the train). These wrecks then focused the flow of the German attack and resulted in additional shot up Pz Is and IIs as the train's 3-5 AT factor came into play.

The Poles set up with a cordon of AT guns supported by National Guardsmen with their real strength in the towns. A very strong line was established in a choke point at the first town on Board 17 along the railroad, with some reserves in the second town as a stopgap should the first town fall. The Germans entered along the railroad, established LOS to the southernmost AT gun, subdued it with OBA and then used the town on Board 4 itslef as cover for the thin skinned tanks. The motorcycle troops continued to establish LOS to the AT guns and the German OBA rolled up the cordon exposing the first town. The German force then closed in to finish the job in combined arms assaults and close in DF fire.

The Poles fought furiously and were only evicted from the last town hex on the last turn of the scenario. Losses were 38 steps of Poles and 21 steps of Germans (with tanks and trains counting as 2 each), so if the Germans were not able to kill off the last Poles the scenario would have been a draw. Die rolls slightly favored the Poles but not enough to change the basic results. I give this one a "4" in any play venue, ftf, solo, etc. It is a fussy scenario with lots of activations but well worth the fuss.

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