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
Errors? Omissions? Report them!
Arctic Frontier
Edelweiss #2
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 137th Gebirgs Regiment
Soviet Union 155th Rifle Division
Display
Balance:



Overall balance chart for Edel002
Total
Side 1 3
Draw 1
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
2.75
Scenario Rank: --- of 913
Parent Game Edelweiss
Historicity Historical
Date 1941-06-29
Start Time 22:00
Turn Count 36
Visibility Day
Counters 67
Net Morale 2
Net Initiative 3
Maps 1: AK1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 171
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps
Edelweiss Base Game
Eastern Front Counters
Introduction

After a week of slogging up to the Soviet border from their stations in Norway, two German mountain divisions began an attack along the Arctic coastline with the goal of seizing Murmansk. The Austrians of the 137th Mountain Regiment (formerly the 59th "Erzherzog Rainier" Regiment of the old Imperial Army) ran into fierce resistance from the very start, but had a secret weapon ready for

Conclusion

The Salzburgers cleared the bunker line with the help of their engineers, but not without heavy fighting and sizable casualties. The divisional history hints that they did so using poison gas, but does not specify the type and this may have been a field expedient. With the first barrier broken, the Austrians believed the road to Murmansk lay open. They were mistaken.

Additional Notes

Soviet OOB originally had bunkers instead of strongpoints. Soviet strongpoints may be downloaded from Avalanche Press.

If German Gebirg leaders are preferred to regular Heer leaders, they may be gotten from Avalanche Press.


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

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Misc

Display Errata (4)

4 Errata Items
Overall balance chart for 501

The Anti-Tank Fire value is 2-4. It was misprinted in Edelweiss.

(rerathbun on 2016 Jan 18)
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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (2)

Edelweiss #2: Arctic Frontier
Author HeyJude (Soviet Union)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2015-08-25
Language English
Scenario Edel002

29 June, 1941. Final report of Maj. H.J., 23rd Fortified Region

Upon receiving intelligence reports of trained mountain troops advancing on Murmansk, the 23rd Fortified Region prepared its defense. This sector consisted of cold, barren rock, broken only by a lonely road that wound east. Knowing that the Nazi invader would attempt to slip past our lines, the Soviet forces prepared a wide defense, with troops positioned in prepared entrenchments such that overlapping fields of fire were available, especially trained on the road. The Soviets also placed mortar units on the northern and southern flanks at ranges that could rain fire along the roadway. The Soviets also possessed three 76.2mm cannon, two of which were entrenched slightly south of the road, with the third farther south to add punch to the mortars.

The Nazi forces began their push at 2200 hours. The Hun hordes obviously planned to overwhelm the center of the Soviet defense along the roadway, and advanced cautiously. Soviet aircraft gained the first glorious casualties, bombing German bicycle troops. But we did not reckon with the large artillery support the Germans brought with them, and within 30 minutes the two 76.2mm cannon located in the center of the defense were totally destroyed.

This loss proved a harbinger of things to come. Losing their primary artillery support, the brave Russian defenders could only hope to slow down the German advance. With slow, methodical approaches, the Germans assaulted the main defenses dug on and near the road. By 0200 hours the battle was decided. The German hordes had destroyed or rendered combat ineffective 2 76.2mm cannon, 2 mortar crews, 6 heavy machinegun platoons, and 7 rifle platoons. One lieutenant also gave his life in defense of the Soviet Union. The German losses were relatively light: 2 infantry platoons, 1 bicycle platoon and 1 engineer platoon. The battle was a decisive German victory.

This was another game played with my son, who took the Germans this time. His aggression was more tempered, and he won with a great use of artillery and vicious assaults. The Germans needed to inflict 24 step losses without losing 12 or more to win. The final count was 32 step losses for the Soviets compared to only 10 for the Germans.

Once again I found this scenario very enjoyable. Despite owning Edelweiss for almost a decade I have not played it before. I have enjoyed both scenarios so far: they seem to be well designed and present difficult tactical and setup challenges for both sides. This is a far cry from a number of the early East Front scenarios I remember that (in my memory) seemed to be often one sided or lacking in tactial choices. I recommend this one.

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Quick march around the corner
Author triangular_cube
Method Solo
Victor Germany
Play Date 2017-05-25
Language English
Scenario Edel002

This scenario needs reworking, which is not uncommon for the very early PZG scenarios. The Soviets have to defend the long side of an entire Afrika Korps map, preventing the morale 9 Germans from either clearing out their fortifications or... exiting steps off the map. Option one would make for an interesting scenario possibly, even though the PZG moral system kind of breaks down with morale 9 armies with high leader counts/quality. However, it really is impossible to stop the Germans if they overload on the north or south flank and simply walk around the Soviets and off the map. Its a shame really, because this scenario gives a fairly unique situation with a lot of toys for the Soviets to work with.

I really hate using gamey tactics like this, especially in a solo play; but the only other option is to pretty much march right into the Soviet center... and that feels disengenious as well.

I reserve "1" ratings for scenarios that are out of the box (exceptions for typos etc.) broken. And this one falls into that category. If I misread something in the setup/vcs I will rerun this one...

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