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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Chekhov's Lament
Hammer & Sickle #18
(Attacker) Soviet Union vs United States (Defender)
Formations Involved
Soviet Union 25th Motor Rifle Division
United States 104th "Timberwolf" Infantry Division
Display
Balance:



Overall balance chart for HaSi018
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Hammer & Sickle
Historicity Alt-History
Date 1951-10-30
Start Time 20:00
Turn Count 24
Visibility Night
Counters 72
Net Morale 1
Net Initiative 0
Maps 3: 15, 19, 20
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 224
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Bridge Control
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
Elsenborn Ridge Counters
Hammer & Sickle Base Game
Road to Berlin Maps + Counters
Introduction

In the course of pushing the Americans off the "Ant Hill" Lieutenant Chekhov, Platoon Leader, 25th Motor Rifle Division, caught a bullet as his company pursued the enemy's rearguard. He lay quietly under a tree, some of his men gathered around. Despite bloody bubbles, the Lieutenant talked softly with his men. "I always wanted to try skiing," he whispered. "There are no hills near my village. I was hoping to ski in the Alps when this is all over...." With those words, the bloody bubbles ceased. His men looked at each other, then grimly set about getting ready for the next attack. They would at least go see the ski slopes for their lost leader.

Conclusion

The Americans have received some hasty reinforcements to block the Soviet surge. Since there are no engineers in this battle, the key is to hold the bridge and keep the Soviets on the opposite bank as long as possible. But the Soviets have time to wear them down, and enough firepower to do so. Aggressive defense will be the key to this battle. Smoke and illumination will likely be big factors as well.

Additional Notes

The river is minor.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: 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).

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Scen 18

The Soviets set up second.

(rerathbun on 2013 May 14)
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)
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