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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Flank Attack
Hammer & Sickle #3
(Defender) Soviet Union vs United States (Attacker)
Formations Involved
Soviet Union 117th Guards Motor Rifle Regiment
United States 14th Armored Cavalry Regiment
Display
Balance:



Overall balance chart for HaSi003
Total
Side 1 0
Draw 0
Side 2 4
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 913
Parent Game Hammer & Sickle
Historicity Alt-History
Date 1951-10-25
Start Time 06:30
Turn Count 12
Visibility Day
Counters 101
Net Morale 0
Net Initiative 1
Maps 1: 22
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 164
AAR Bounty 153
Total Plays 4
Total AARs 4
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Surprise Attack
Conditions
Off-board Artillery
Reinforcements
Smoke
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Hammer & Sickle Base Game
Road to Berlin Counters
Introduction

The way to Saarbrücken would be long and difficult for the Soviets, as the Americans would aggressively contest every kilometer. Soviet doctrine called for bypassing strong points of resistance during the initial attack, leaving follow-on forces to reduce the strong points and provide flank security. In this case, elements of the 14th Armored Cavalry Regiment defending to the south of the Soviet drive in this area, found themselves intact as dawn crept through the fog of the morning. Deciding to make the most of their foggy cover, mobility, and striking power, they drove hard into the flank of the advancing Soviets.

Conclusion

The challenge for the Soviet player is to respond to the surprise attack to blunt it, yet keep the troops rolling off the table to meet the operation's objectives. Meanwhile, the American needs to inflict as many casualties as possible and delay the Soviet advance without sacrificing his own units. A tough task either way.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
  • Motorized
  • Towed
United States Order of Battle
Army

Display Errata (3)

3 Errata Items
Scen 3

The scenario states for the US initiative reduction that "trucks don't count." There are no US trucks in this scenario, only halftracks. I took the rule to include them.

(thomaso827 on 2015 Sep 12)
Overall balance chart for 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display AARs (4)

Fish In A Barrel
Author thomaso827
Method Solo
Victor United States
Play Date 2015-09-12
Language English
Scenario HaSi003

This scenario places a Soviet convoy on the road from the east to west ends of the board with T-34/85s, Su-101s and T-44s defending from the flank. The US sets up either in the woods adjacent to the road or at least 3 hexes away, and board 22 has a lot of woods and light woods along with a good hill to set up with. The only downside with those areas are that they are very near the edge the Soviets need to exit from. The US force is part of an armored cavalry regiment with M-4/76s, M-18s, and 2 companies of mechanized infantry with supporting HMGs and Mortars. Since the US gets a +5 to initiative on turn 1, it is most likely they will go first and can start as though they were hidden in ambush. No aircraft in this one, and the US has 3 18-factor OBA, and the Soviets may have 2 18-factor OBAs if the roll them up. Soviets may also get 4 more T-44 units for reinfocements entering from the east edge. Visibility starts at 3 hexes and increases by 1 each turn with a roll of 4 or more. For my game, the Soviets got the OBA from the start, visibility increased marginally to 7 by the end of turn 9 when the last of the Soviets who were able to left the board, leaving only 1 disrupted unit behind and surrounded. The Soviet reinforcements also never arrived. I set up the majority of Soviet infantry in the leading trucks where they might unload to assist in assaults, with leaders interspersed so that 3 truck hexes had a leader in the middle until the convoy got to the mortars and towed guns further back. The US troops I set up with the M-18s in the edge of light woods where they could use their shoot-and-scoot capability to try to take out Soviet tanks while preserving their own strength. US infantry were set up in stacks with either 2 INF or 1 INF and 1 HMG, along with a leader and their halftracks to either side of the road in the woods for some initial shootint at trucks loaded with troops and then to be in position to fight in assaults that were sure to come. The mortars and their halftracks were in light woods on the hilltop where they could spot for themselves and also spot for the OBA using an LT I stacked with them, and I placed the US commander next to the mortars where he could support them, spot things they might not see, or move forward to assist in regrouping. Things started out with a bang as US got the initiative with 6 activations, allowing the troops in the woods to shoot up trucks, and for the US tanks and M-18s to shoot at tanks. The armor was nowhere as successful as the infantry was, and only one or two steps of Soviet armor was lost, but the leading 4 hexes of trucks were destroyed quickly. The US troops moved forward and after an initial dash of 3 or 4 trucks running off the board, blocked the road in the woods to prevent any more from going that way. This stalled the Soviets and allowed mortars and OBA to destroy or damage several more trucks loaded with guns and mortars, while the surviving Soviet infantry at the front bailed from their trucks and moved forward. The Soviet armor had moved forward as quickly as possible and engaged in assaults with the US infantry, ill-advised in those early stages, and lost several steps of T-34s and T-44s in the process. Things bogged down to a slug fest of assaults and tank fire, with few OBA shots possible because all the leaders were involved somewhere in an assault or were unable to see a target due to the limited visibility. Soviets not engaged found a way around the south of the woods after Soviet armor cleard the light woods of US tanks on that side of the road. In the end, Soviets took 34 step losses, including the double losses for tanks, and left one unit on the board, surrounded and disrupted, for 34 points, while the US lost 20 steps, for a difference of 15 steps, or a major US victory.

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Find 'em, Fix 'em, Flank 'em & F_ _ _ 'em
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants OldPueblo
Play Date 2024-04-09
Language English
Scenario HaSi003

Others have described this ambush scenario in detail so this will be a shortish recap of this 16-turn battle. We played it over 5-sessions of fun online, with me leading the attacking GIs and Old Pueblo ably-playing the defending Russian convoy commander. This was an armor-piercing and close assault carnival from virtual start to finish. Lots of cover & concealment for the Americans to use to get into decisive range. We played using the FOW (starting on the 8th game turn), extended assault, consolidation, excess initiative and smoke/illum. In addition, the 3 house rules used were: 1) Tank Leader Forward Observation Full strength, efficient tank leaders may spot for ALL artillery & air strikes in accordance with the normal spotting rules (8.0, page 19). Just as leader units may spot, this action does not require an activation. Nonefficient tank leaders may also attempt to spot for ON BOARD ARTILLERY ONLY by throwing a single die per attempt to spot a target. This action does require an activation. They spot the intended target on a die roll of 4-6, 2) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and 3) Standardized Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. We both felt that this was a rule set that enhanced playability and reduced unnecessary complexity.

The M-18s were a delight to use in shoot-and-scoot mode during the bulk of this play-through. These vehicles made setting up cross fires much easier to arrange for the hapless Soviet AFVs -- along with the steady set of consecutive US initiative activations -- and the infantry & supporting weapons did great execution among the loaded trucks. US ground troops fearlessly engaged in repeated adjacent-hex firefights and close assault against the strong Soviet AFV force. In spite of the slow increase in visibility as the fight progressed, American OBA managed a number of key demoralizations & unit losses, once the Soviet were out of their vehicles.

The final Soviet step losses were 41 steps and 5 leaders. The US step loss was only 17 and 2 leaders, resulting in a major US victory.

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Where did you guys learn to shoot?
Author scrane
Method Solo
Victor United States
Play Date 2013-08-20
Language English
Scenario HaSi003

This is a fast, fairly high counter density scenario of a US armored cavalry ambush of a Soviet combined arms column. I set up my US tanks to try to get first-turn hits on as many Soviet tanks as possible, but their rolls were horrible. Within 2 turns all the US tanks were destroyed. Luckily, the US infantry was tough and caused significant losses to Soviet infantry and quite a few tanks in assault. The US just achieved a minor victory on losses.

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2nd Time Around
Author scrane
Method Solo
Victor United States
Play Date 2023-03-26
Language English
Scenario HaSi003

I forgot that I had played this scenario 10 years ago, but in reviewing my old AAR it looks like almost the same thing happened again. The US Armored Cavalry sprang another ambush, which initially looked like it might go poorly. The US tanks and tank destroyers again shot very poorly and were nearly wiped out. But their fortunes changed as the Soviets failed to finish them off. Ultimately, the speed of the M18s saved them, and the US infantry were very effective at mauling the Soviet infantry as they filtered forward to try to break the roadblock. This time around it was a major US victory.

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