Blocking Force Workers and Peasants #17 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | 11th Panzer Division | |
Soviet Union | 7th Mechanized Division |
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Overall Rating, 3 votes |
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3.67
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Scenario Rank: --- of 940 |
Parent Game | Workers and Peasants |
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Historicity | Historical |
Date | 1941-07-05 |
Start Time | 07:30 |
Turn Count | 18 |
Visibility | Day |
Counters | 126 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 2: 5, 8 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 167 |
AAR Bounty | 159 |
Total Plays | 3 |
Total AARs | 3 |
Battle Types |
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Exit the Battle Area |
Inflict Enemy Casualties |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Eastern Front | Maps + Counters |
Fall of France 1 | Counters |
Workers and Peasants | Base Game |
Introduction |
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In the first days of July, Soviet 8th Mechanized Corps counterattacked the oncoming Germans and soon found itself surrounded. In the subsequent breakout, one of its three divisions(34th Tank) lost over 10,000 men and most of its vehicles. The other two divisions managed to extricate themselves somewhat intact, but one of them (7th Mechanized) was immediately ordered to block a direct German assault on the Stalin Line. |
Conclusion |
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Seventh Mechanized Division had been issued 250 light tanks before the war started. Mechanical breakdowns, air attacks and losses during the breakout had significantly reduced that number. Their howitzer regiment also had to be left behind as they had never received the tractors to move their guns. They were easily brushed aside by the Germans who would reach the Stalin Line by nightfall. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 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 reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Super scenario | ||||||||||||
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This is one of the smaller scenarios from W & P (two maps 18 turns) but is a cracker, elements of a Soviet motorized division have to try and stop German panzer unit from crossing the map and exiting eastwards. The main issue the Soviet commander has to deal with was having to defend a large area as the German forces enter the map, the only thing you can do really is parcel your forces into groups and be prepared to change your line of defense as the situation becomes clear. The German player has choices to whether to head for the exit or engage in battle. This is the beauty of this scenario, that and the VC as the Soviets get points for every step that does not exit the board for whatever reason, the Germans get points for exiting and for destroying enemy units. The Germans enter the board and sweep all before them initially exiting some MTC and A/C units very quickly, however the Soviet commander maneuvered his units against the main German thrusts and engaged them in close assault thus slowing them down even if eventually coming second best in the combat. Undoubtedly the star of the Russian forces was the 81Mtr company who kept up a rapid and accurate rate of fire and eliminated a whole German company while being transported. (Poor play by me and the dreaded double 1 of doom at the wrong time) as this was a solo play I did not keep a running total of Germans steps left on the board so I was unaware of who would win until the end of the game. As the Germans had to get double the amounts of VP it was actually a surprise when the final VP count resulted in Ger VP's 90 to the the Sov 48 so a narrow win for the Red Army. *The best scenario I have played for a while, all down to good well written VC's and an excellent situation/problem to solve for both sides. * |
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0 Comments |
Overcoming the Blocking Force | ||||||||||||
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I tried the scenario as a solo game to experience the operational situation with a strong panzer force trying to overcome a primarily infantry blocking force. The game requirements stated I need France '40 for some counters, but I found I did not need it. I had all the counters from the existing games and suppliments I had. Soviets set up first. All dug in. Infantry in stacks of three units or with a HMG or 45mm AT gun. I used one of my created leaders from Campaigns and Commanders, a Soviet Captain with a 9 morale and a +1 combat and +1 morale modifier. He was placed in command of a stack of three INF units to the south protecting the flanks. The Armor units were stacked to the north. No infantry with them. I read that the Soviets tended to delpoy tank formations alone at this stage of the war. The Germans were deployed on west side. I had two panzer units stacked with an infantry unit in a SPW-251. Other infantry units were deployed in trucks behind the armor spearhead. The Germans had one leader for every two units. This was to help a great deal in the battle. The higher German intiative allowed them to advance first with a +2 phase bonus. The panzer spreadhead advanced, then off board artillery was combined to pound the central defensive unit. The armor moved in a north east direction to engage the Soviet armor. The German initiative and additional armor efficiency fire enabled the panzer to make a mess of the Soviet armor in a few turns. The German infantry deployed out of the trucks and hit the Soviet center. Offboard artillery and the 81mm mortars supported the attack. Once the German panzers were able to destroy the Soviet armor, the could pivot to the south to hit the Soviet infantry in the flanks. From that point it was overwhelming firepower and maneuver against dug in infantry. The German morale and leadership advantage along with combined arms firepower enabled the Germans to overwhelm Soviet infantry. My Soviet Captain did a noteworthy assault of a German infantry stack by inflicting a 2X step loss, but that was able all the Soviets could do. The tanks scored a step loss on some panzer II's up north In all the Soviets experienced 24 step losses and the Germans four. With the step level VP's and the ability to exit the map mostly intact, the elements of the 11th Panzer Division were able to secure victory. The scenario is a very good depiction of Blitzkrieg tactics and the superiority of a well equipped panzer force. I found the game was just about all over by turn 12. Turn 13 to 18 was mopping up and exiting the map. Some Soviet units (including my Captain) were able to escape the south end of the map to fight another day. |
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0 Comments |
Best as solo and training | ||||||||||||
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This scenario is best played solo as the balance is heavily favored for the Germans. The Germans are on the attack with a sizable combined arms force. They will just need to punch through the Soviet lines and exit the bulk of their force from west to east side of the board. The Germans have good off board artillery with none for the Soviets. Germans will dominated with PZIII's and IV's against the thin skinned BT5 and 7's. There is a bit of maneuverability to the BT's but low range of their 45mm guns to the Germans 50mm guns shows. It is a bit of a logistical challenge to get the Germans back in line to get off the board after they break the Soviet line, but good time management will make it easy to get off the board. The Soviets have some chance of tying the Germans in assaults, but this can just lead to loss over time. In the end a easy German win. |
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0 Comments |