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
Errors? Omissions? Report them!
Turning the Tables
Workers and Peasants #21
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 2nd SS "Das Reich" Division
Soviet Union 29th Guards Rifle Division
Soviet Union 42nd Guards Tank
Display
Balance:



Overall balance chart for WoaP021
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Workers and Peasants
Historicity Historical
Date 1941-10-14
Start Time 12:00
Turn Count 16
Visibility Day
Counters 93
Net Morale 1
Net Initiative 2
Maps 2: 11, 23
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 159
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Maps + Counters
Elsenborn Ridge Maps
Sinister Forces Counters
Workers and Peasants Base Game
Introduction

After mixed successes farther south, at midmorning XL Panzer Corps struck hard out of Rogachevo. the strength added by the just arrived 11th SS Regiment allowed the Germans to secure Utitzy and Artemki. This threatened to unhinge the entire position at Borodino.

Conclusion

Like the cavalry in an old Western movie, the missing elements of the 32nd Rifle Division arrived in the nick of time. Wasting no time, the Recon Battalion headed straight for Artmeki while gathering what infantry forces they found along the way to help. Soon Artemki was back in Soviet hands. At about the same time, the 322nd Rifle Regiment arrived and launched an attack that drove the Germans back to where they had started.

Additional Notes

German army trucks are substituted for the SS ones on the scenario book.


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).
  • 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • 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
Schutzstaffel
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (2)

2 Errata Items
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(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)

Display AARs (1)

SS in training
Author campsawyer
Method Solo
Victor Germany
Play Date 2013-07-15
Language English
Scenario WoaP021

This was a solo action played at the end of nice vacation. This is one of the Borodino series that I am slowly playing through. They give a nice view of the early SS units. These are the second line troops that were first formed by the political arm of the Nazi's. These early units reflect the lack of training and leadership with the poor morale and many x-0-0 leaders. But they are well matched for the Soviet forces as they end up being and even match.

This scenario is just that. The SS have poor morale and the leaders were lack luster. They have to defend a wide area with not enough troops from a Soviet counter attack from two battalions of troops supported by tanks and artillery. The Soviets have average to good leaders with the addition of the W&P leaders to the toss. There were several Soviets with leadership skills, coupled with better than average morale for the Soviets, this would make them a good attacking force.

But the VC's are high for the Soviets, twice as many VP's as the Germans. It is town control and killing units for points. Plenty of towns to capture, 17 in total. There are some interesting terrain mods, with the removal of the hills from board 11 and 23. There is a rail embankment that helps both sides.

Both sides have average artillery and the Germans get two planes to appear at one turns of their choosing. No reinforcements for the Germans and the Soviet second battalion arrives after turn four.

For the setup the Germans choose to hold the large town on board 11. It is Artemki and it has nine town hexes compared to Utity with three and Borodino Station with five. The field Lt. Colonel places his HQ in Artemki with support from two SS companies and HMG and AT and IG gun support. Mortars are placed about a kilometer west in light woods. From this dugin position they should be able to his any thing that comes up the east west road on board 11.

On board 23 in Utitzy, the mobile force is setup. This is the only armor support the StugIIIB and KRAD. A INF and HMG are loaded on the trucks to quickly respond to where the Soviets arrive. In outside Borodino Station, a lone 37mm AT and INF with a commanding Captain stand watch over the east-west rail line.

The Soviets start by moving the first battalion of the 32nd Rifle on the split between boards 11 and 23. Taking advantage of the cover of the light woods and providing threats to both set of town on the two boards. They advance for three turns before turning south and heading to Artemki. Several armored cars and the units RCN unit position to cover the Germans in Utitzy and Borodino Station. The rest of the battalion head for a assault on Artemki from the northeast.

On turn for the well coordinated second battalion of the 32nd Rifle arrives with the tank support. They enter from the south-east taking advantage of the cover of the woods south-east of Artemki. At this point the SS are facing two battalions of Soviets with just two companies of troops. At this point the SS mobile formations move out with the Stug taking the point. It positions to get a shot at any of the first battalions advance if they venture toward the Artemki-Borodino Station road, but soon see they will be needed in Artemki. The truck loaded with the HMG moves west and south to position in the light woods west of Artemki with the dug in mortars. The others hold tight for the moment.

German OP fire picks up as the first Soviet reach the outer trenches of the Artemki defenses. Several disruptions and the stay demoralization, but the Soviets quickly recover to close of the Germans. The second battalion advances on the southern spur of Artemki and quickly assaults the defensive line, reducing an SS platoon. German fire increase and a reduction of a Soviet platoon happens on the north-eastern advance.

The supporting Soviet tanks, a platoon of T-34s and two platoons of BT-7s close on the southern half of Artemki. The lone German Stug takes position in a field and waits for its moment. Meanwhile SS AT guns are dragged to the southern part of the town to try for a shot on the T-34's. The Stug has been patient but the southern SS platoon has been demoralized by Soviet OBA and the Soviet tanks are threatening. They open up on the T-34's but miss with both shots, the T-34 returns fire, reducing and demoralizing the Stug. The next turn the Stug is destroyed. All armor support is gone for the Germans.

German fire from the north-east of the town is starting to take its toll as another INF is reduced from the first battalion. The commander orders the T-37's forward to support the disrupted attack and they stiffen the Soviet resolve. German fire cannot slow the T-37s advance but the in infantry is still vulnerable. In the north the SS Captain sees the Soviet recon units in the woods and orders OBA on the it reduces them and kill their commanding Lieutenant. This leaves them without 'eyes' to the north. The armor cars are position to keep any shifting units from using the Artemki-Borodino Station road. But this does not stop the SS. Using trucks they drive them south and east to the light woods west of Artemki. From here it is an easy jump to the west end of town. This allows a MG and INF to scurry in for support.

But something worse for the Soviets, with the loss of the leader a reduction in initiative too. But the Germans have been reduced to with there losses in the south of Artemki. The southern part of town is being rolled up by the second battalion of the 32nd Rifle. INF's and tanks roll into the town and take three hexes with assaults before they are slowed by a stiffening German defense.

To the north east of town the first battalion commander sees a chance to throw his SMG's into action with a leading LT. After a demoralization and recovery the SMG's advance on the outer defenses on the east road out of town. But the German LT calls in OBA that devastates the two platoons. After two turns of firing one SMG is destroyed and the remnants are disrupted and demoralized. The leading lieutenant is also killed in the bombardment, leading to another loss of initiative, but again the Germans had be reduced first. But this just leaves a plus one differential for the Soviets.

German DF and OP fire continue to reduce Soviet INF's but the assaults from the southern part of Artemki keep destroying SS troops. An MG is the latest victim of a Soviet tank-infantry assault. The Germans keep shooting and slowly the Soviet assaults get bogged down take many turns to reduce the hexes. By turn 13, the commanding Major of the first battalion realized that he will need to try to take other town hexes of Borodino Station and Utitzy to win. He moves his command north to get the reduce RCN and armor cars moving to try to take on the 37mm AT gun and INF covering the towns. After several turns of maneuvering the Major is in position, ordering OBA and support fire on the AT guns, but they shake it off and still control the rail line. Time runs out before the Major can mount any attack.

The final thrust into Artemki has the tank-infantry assault on the SS LT. Colonels HQ. Defended by an MG, the assault is preceded by OBa that reduces the MG. Easy pickin's for the tanks and infantry. Not so says the Lt. Colonel taking over three turns before he and the MG are kills by a collapsing build, blown out by a T-34 shell. With the SS command gone the units are frozen in there town hexes and subjected to Soviet assaults. But this comes to pass as the Soviet assault runs out of steam. (Two early FoW rolls end the game early) Final score Germans 28 Soviets 26, where short of the 2-1 advantage that the Soviets needed.

But the SS are spent, commanding HQ is gone, no armor support, many disrupted and demoralized troops. They will need to pull back to recover and some early lessons learned for later battles.

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