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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A Stroke of Luck
Workers and Peasants #8
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 7th Panzer Division
Soviet Union 18th Tank Division
Display
Balance:



Overall balance chart for WoaP008
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Workers and Peasants
Historicity Historical
Date 1941-07-06
Start Time 10:00
Turn Count 26
Visibility Day
Counters 129
Net Morale 1
Net Initiative 2
Maps 2: 15, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 171
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Surprise Attack
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Arctic Front Deluxe Counters
Eastern Front Maps + Counters
Road to Berlin Maps
Workers and Peasants Base Game
Introduction

On July 6, the Red Army 7th Mechanized Corps was tasked with applying enough pressure to at least stop the Hitlerites if not outright defeat him. Their Kommissars made sure everyone understood the gravity of the situation and that they had been lavishly equipped by the Motherland for just such an effort. Even in the 18th Tank Division (which contained only older light tanks), it was stressed that failure was not an option.

Conclusion

Fired up by their Kommissar and supported by some light tanks, the riflemen pressed forward and surprised the Germans, who had arrogantly neglected security while concentrating for their own attack. Caught in the open by an inspired enemy, the Germans fell back 18 miles. There the Soviets would themselves neglect security and be decimated.


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).
  • 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
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized

Display Errata (5)

5 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 495

One unit from Eastern Front has a direct firepower of 3-5 on its reduced side instead of the normal 4-5

(garbare83686 on 2023 Nov 26)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

We may be lousy but there are a whole lot of us...
Author Matt W
Method Solo
Victor Germany
Play Date 2011-01-26
Language English
Scenario WoaP008

Welcome to the early days of Barbarossa when the Soviet rules of engagement were to attack no matter what the strategic situation happened to be. In this scenario such an attack is hard wired to hit the Germans hard. The Soviets even have a plus 2 on initiative and the Germans lose theirs VERY quickly. At least that's how it's supposed to work out.

The Germans were terribly surprised in reality. I got the option to see what happened if they had 15 minutes warning. The initial initiative roll was German=6, Soviet=1 leading to the situation that the leading Germans ran into covering terrain in time to avoid the armored rush of the Soviet light tanks.

The Soviet tanks engaged the German tanks and after a fight of about two and a half hours the Soviets prevailed. This was important since the Soviets tanks were desperately needed by their infantry to dispose of the German halftracks which were providing incredible fire support to the outnumbered foot soldiers. They were able to take the first town but did not have the time to accomplish more

At the 1/2 way point a major German win appeared likely but in the end they were barely able to hold onto a minor victory. One can only imagine what the results would have been had the Germans not gained the initiative on that first turn.

A great chance to watch the Germans run away. Well worth the time. While both sides have ample forces they both have critical decisions to make. How far forward can I deploy my halftracks and their 5 DF factors? Should I maneuver my BT-7s to gain crossfire on the Pz38ts or should I blow up some halftracks before they shoot more riders, etc. etc.

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