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C&CV1: War in the East #16
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 1st Cavalry Division
Germany 1st Panzer Division
Soviet Union 110th Rifle Division
Display
Balance:



Overall balance chart for CCV1016
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 914
Parent Game C&CV1: War in the East
Historicity Alt-History
Date
Start Time 09:00
Turn Count 26
Visibility Day
Counters 98
Net Morale 1
Net Initiative 2
Maps 2: 7, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 158
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Eastern Front Maps + Counters
Introduction

As the ground froze and the roads hardened, the Germans rapidly advanced to within sight of the Soviet capital. Many Soviet formations were cut off and encircled, and as the Germans attempted to reduce these pockets the only option for the Soviets was to attempt a breakout and reach their own lines. In this scenario the cut-off 110th Rifle Division attempts to break out eastward toward Moscow under the cover of an intense snowstorm.

Conclusion

Here's a big chance for both sides to rack up lots of campaign victory points, hopefully allowing a player who's way behind to catch up just before the last scenario. German Leader Characters will accumulate lots of LPs mopping up demoralized Soviet units, while Soviet Leader Characters can earn medals by leading units they activate off the edge of the board.


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

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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

Stay together an win
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2010-01-01
Language English
Scenario CCV1016

After making a desperate stand against the Soviets, my German leaders have found themselves in the middle of a winter battle against the remnants of a Soviet division trying to get to freedom. This one was tough as winter conditions made it tough for the Germans to see the fleeing Soviets. Strung out across the board the Germans try to spot the fleeing Soviets, but the cagey Soviets manage to evade the German lines for several turns, but eventually they do engage the Germans. Being strung out and the weather make it hard for the Germans to concentrate on the Soviet force and take causalities before they can form up on the retreating Soviets. The Soviets keep a disciplined retreat and get most units into a position to get off board 8 and keep a delaying force to keep the Germans at bay. In the end the Germans get enough units off to take the victory.

As for my leaders the Captain gets enough to be promoted as well as the required medal, Combat clasp in Gold, and moves up to a Major. The two LT's get more skills but no promotions for them. On to the final assault on Moscow.

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