Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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The Bridge
Eastern Front #39
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 126th Engineer Battalion
Soviet Union 2nd Tank Corps
Soviet Union 85th Guards Rifle Division
Display
Balance:



Overall balance chart for EFDx039
Total
Side 1 8
Draw 0
Side 2 0
Overall Rating, 9 votes
5
4
3
2
1
3
Scenario Rank: 715 of 913
Parent Game Eastern Front
Historicity Historical
Date 1941-07-14
Start Time 15:00
Turn Count 16
Visibility Day
Counters 41
Net Morale 0
Net Initiative 1
Maps 2: 3, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 68
AAR Bounty 165
Total Plays 8
Total AARs 2
Battle Types
Bridge Control
Rural Assault
Conditions
Reinforcements
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

As the German advanced deeper into the Soviet Union, their units often became strung out and dispersed. Fresh Soviet divisions from STAVKA reserves could take advantage of this overconfidence, catching the invaders unaware and inflicting defeats on them. Near the city of Orsha, the 118th Rifle Division joined with a few small armored detachments in on such attack.

Conclusion

The Soviets failed to achieve surprise, and German artillery drove off their tank support. On the following morning German reinforcements drove back the 118th Rifle Division, and by late August the unit had lost all effectiveness after less than two months of combat.


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

Display Errata (4)

4 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

A Fine Training Action
Author PaperTiger
Method Solo
Victor Germany
Play Date 2012-05-27
Language English
Scenario EFDx039

I wish I would have found this scenario when I was looking for my very first one to play. At a time when five minutes of pushing counters meant ten minutes of thumbing through the rulebook, this action would have been ideal. There are enough of the major concepts of the system that come into play as well as a small, manageable amount of forces, and a short enough time span to make this a valuable training action. Also, the random entry point for the Soviet forces is an interesting twist.

However, the very same things that make this a good action for the recruit might keep it from being a challenge to the more experienced. Even with my highly limited experience, it tended to get a little tedious. In this play, the Soviet forces entered on the north edge of Board 8. The Germans sat in their dug-in emplacements on the other side of the river. They continually chewed up the Soviet forces forming up for assault with DF and 105's. At the end of the action, the bridge remained in German hands. Lack of Soviet leaders meant that much of their force was dissipated as demoralized units fled and had to rally on their own.

2 Comments
2012-05-28 01:13

Love your AARs, Phil. Keep it up!

2012-05-28 01:45

Thanks for the kind words, Shad. I enjoy writing 'em, and am glad they're useful.

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A scenario with a randomly determined difficulty level
Author Brett Nicholson
Method Solo
Victor Germany
Play Date 2014-06-02
Language English
Scenario EFDx039

A single die roll at the start of this scenario will determine the difficulty level of the Soviets being able to acheive their VCs. The entry points are determined randomly; 1 through 3 /D6 -north edge of board 8; 4 -east; and 5-6 -south. If the Soviets enter from the east (easiest) then they will have the advantage of using the road which could allow a stack combined of KV-1 and KV-2s to drive straight down within DF range of the German units at the bridge before they can dig-in and before the artillery reinforcements arrive from the west. If they enter from the south (intermediate) then the advance will be slow but at least there will be some immediate cover from the woods for the foot units but the Germans will have time to dig-in before contact is made. And if the Soviets enter from the north (very difficult) the advance will not only be slow but there will be no cover for advancing units. The Soviet objective is to take control of the bridge hex on board 3 and either eliminate or drive back German units from a 3 hex radius of the bridge as well; all in the course of just 16 turns. The Germans have a small but efficient force of ENG units and a few support weapons; enough to contest three hexes and really only need to cover 3 hexes. On turn 3 the Germans also get 3x105mm guns for support and will have to decide whether or when to use them for AT fire or indirect fire -neither side has any OBA.

In my play I rolled a "5" which brought the Soviets in from the south so I ended up with the intermediate difficulty setting. Without the road available the advance was slow; half of the Soviet foot units approached through the woods with the KVs lugging behind and the other half of the foot units went around north of the woods. The Germans had plenty of time to dig-in and by the time the Soviets had made significant contact the 105mms had already arrived and begun to unlimber in the town across the river -no chance of surprise. Surprisingly enough German opportunity fire did not phase the Soviet advance initially and there was a morale booster when the combined fire of the KV-1 and KV-2s emerging from the woods was able to take out one of the 105mms before being spotted and targeted. This early success was short-lived as a KV-2 platoon was quickly reduced and demoralized by a 105mm's AT fire, reducing the total combined KV direct firepower by half. The remaining KV-1s would knock out another 105mm but the third one would survive the battle. As for the Soviet foot units, steps of INF were cut down but Soviet leadership remained intact. However, no amount of Soviet DF managed to weaken the dug-in defenders to ready an easy assault on the bridge. The overall German morale was boosted by one SGT with a 2 morale modifier so M and M1 results were easily shrugged off. Turns passed very quickly; the Soviets were getting nowhere and their initiative had had been dropped from losses so the order was given to move in for the assault. Again, German opportunity fire, even firing on the 30 and 45 column did not deliver as expected and the Soviets have a good amount of units adjacent to the bridge. Then, again, even at such close quarters Soviet DF was still highly ineffective at keeping German units down.

A few more Soviet steps are lost but there is still just enough strength to make a single, last-ditch but futile assault before time runs out. The German HMG unit at the bridge becomes disrupted from mortar fire and the assault is made. The Germans get the first-fire advantage but there is still enough Soviet strength left afterwards to roll on the 9 column. Both of the German leaders and a platoon of ENG are demoralized afterwards. However, there is only one more turn left to go and even if the bridge did get taken there were still three more German controlled hexes within three hexes of the bridge -no chance for a Soviet win regardless of the outcome of this one assault. The last turn the Germans get the initiative. Both Demoralized German leaders in the assault recover back to disrupted but the ENG unit flees. However the Soviet assault flounders and the bridge remains contested at end of turn 16.

This scenario had a few things going for it but really believe that even if the Soviets get lucky and are able to enter from east and utilize the road it will still be a tough going for them. If the objective was just taking control of the bridge hex then they may of had a better chance to win but clearing the entire German force from three hexes of the bridge as well was asking too much with the short amount of time given. Because of that it only gets a "2" rating from me for being too much to accomplish for the Soviets given the timeframe. I think I got lucky enough with the Soviets to actually mount an adequate assault before having the whole force cut to ribbons and pushed back into the woods. I can only imagine how much worse it would of been had the attack come from the north. If I were to revisit this one I would maybe forget rolling for the Soviet entry points and just let them arrive from the east to try to even the odds.

0 Comments
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