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!
Whistling Dixie
Hammer & Sickle #28
(Defender) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 207th "Berlinskaya" Rifle Division
United States 31st "Dixie" Infantry Division
Display
Balance:



Overall balance chart for HaSi028
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 1948-08-01
Start Time 06:00
Turn Count 20
Visibility Day
Counters 50
Net Morale 0
Net Initiative 0
Maps 1: 16
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 206
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Hill Control
Rural Assault
Urban Assault
Scenario Requirements & Playability
Battle of the Bulge Counters
Hammer & Sickle Base Game
Road to Berlin Maps + Counters
Introduction

Armored divisions made the breakthroughs and the headlines during World War II, but in all armies most of the fighting was done by the poor, bloody infantry. In the United States, infantry weapons remained those with which foot soldiers had fought the Nazis. In the Soviet Union, a new wonder weapon in development, the AK-47, would not see widespread distribution until the 1950s.

Conclusion

Eighteen National Guard divisions were called into federal service for the Second World War. Some of them, like the Dixie Division, compiled excellent war records - the 31st fought in the jungle hell of New Guinea, and as one of the few Guard units to retain its peacetime civilian commander. A major war against the Soviet Union would have brought the Guard back into the field, with units well-laced with combat veterans but lacking large-unit training.


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

Display Order of Battle

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

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)
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