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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Top'ozero
Edelweiss #7
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 7th SS Regiment
Soviet Union 186th Rifle Division
Display
Balance:



Overall balance chart for Edel007
Total
Side 1 1
Draw 1
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 913
Parent Game Edelweiss
Historicity Historical
Date 1941-08-04
Start Time 18:00
Turn Count 20
Visibility Day
Counters 40
Net Morale 1
Net Initiative 0
Maps 2: 1, 3
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 148
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Edelweiss Base Game
Eastern Front Maps + Counters
Introduction

With more experience, SS Nord's performance became slightly less abysmal, though top Nazis in Berlin continued their delusions of adequacy. When transferred to the Kesten'ga front under Finnish command, the SS men were assigned secondary tasks such as reducing a surrounded Soviet regiment. Their troubles continued.

Conclusion

The SS men launched repeated attacks, but despite heavy casualties could not reduce the Soviet positions. After their failure, a Finnish unit took over and quickly routed the Red Army.

Additional Notes

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


Display Order of Battle

Germany Order of Battle
Schutzstaffel
  • Motorized
Soviet Union Order of Battle
Army (RKKA)

Display Errata (1)

1 Errata Item
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)

Paradox
Author Matt W
Method Solo
Victor Draw
Play Date 2012-09-29
Language English
Scenario Edel007

An encircled Soviet battalion needs to fight for survival against a large SS mountain unit. Actually, it doesn't really have to fight too hard as the SS come complete with a shiny 6/5 morale meaning that, if you get any result at all on the fire tables it is likely to result in disruptions and demoralizations. Unfortunately for the Soviets, their victory condition is not to live but to eliminate SS steps.

In a like manner the SS are charged with destroying Soviet steps. They do have some OBA and plenty of firepower if it can stay in good order upon advance. That is, of course, much more difficult to do if you have to roll on morale checks. Adding to the fun for the Germans is the fact that three of the five German leaders are selected by the Soviet player. This combined with the dismal quality of the SS mountain leaders in general led to the SS having no morale bonuses whatsoever.

The Sovets deploy in a hedgehog format with two strongpoints and troops in the town. They also place a reserve company dug in to the left rear of the town to defend against a flanking attack. The mortar platoon sets up in the front of the town to gain the bonus for an LOS to the attacked units. This would prove very worthwhile.

The SS set up to rush the left of the Soviet line. The Soviets get to fire the mortar, it hits the SS HMGs, they disrupt and demoralize and just like that the SS firepower advantage is gone on the first turn of the scenario. (I say gone but really it just walked away, none of the units were destroyed but they quickly fled out of range of DF weapons). The SS overwhelmed the strongpoint to the left of the town and had some early success in getting near the town, ultimately assaulting two hexes.

It was at this point that it became apparent what the real puzzle of this scenario was. The Soviets have prepared positions and are therefore pretty darn hard to kill off. The SS are easier to destroy if they would just stay demoralized and in range but the Soviets do not have much artillery (the mortar is it and it can only fire on the "8" column so results are tough to come by). So to kill the SS the Soviets need to corner their demoralized units and fire at them as they flee by.

Otherwise, the Soviets have to kill the SS with DF but they SS will flee if they are in DF range. Quite the paradox.

I ultimately was able to destroy 7 SS steps, one short of victory, through some lucky FOW and initiative rolls. This is a tough puzzle for both sides and a nice relatively short scenario. I enjoyed it but beware that a LOT of time will be spent on recovery rolls and if you find that frustrating this will not be enjoyable for you. I would suggest it for any format play. I enjoyed the puzzling aspect of the game and give it a "4".

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