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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Emel'ianova
Heroes of the Soviet Union #1
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 2nd Luftwaffe Field Division
Soviet Union 17th Guards Rifle Division
Display
Balance:



Overall balance chart for HoSU001
Total
Side 1 1
Draw 2
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 913
Parent Game Heroes of the Soviet Union
Historicity Historical
Date 1942-11-25
Start Time 09:00
Turn Count 21
Visibility Day
Counters 70
Net Morale 0
Net Initiative 2
Maps 2: 4, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 149
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Heroes of the Soviet Union Base Game
Introduction

KALININ FRONT: Charged with attacking the German line on the western shoulder of the Rzhev bulge in front of Moscow as part of Operation MARS, General G.F. Tarasov of the Soviet 41st Army chose his target carefully Scouts reported the German lines held by Air Force ground troops, who Tarasov called "Army Group Center's Romanians." Lax German security allowed the Soviets to mass their assault troops, register artillery fire and clear approach routes without the enemy suspecting anything. At 0900 Tarasov executed Marshal Georgi Zhukov's order to "unleash the Red God of War."

Conclusion

Col. E.V. Dobrovl'sky's 17th Guards Rifle Division smashed the badly-trained Luftwaffe ground division. Two of the air force unit's regiments and one from the neighboring 246th Infantry Division disintegrated, and panicked Germans flooded the rear areas. Within hours Maj. Gen. M.D. Solomatin's 1st Mechanized Corps was pouring though the hole, and patches of heavy forest slowed the Soviet tankers more than German resistance.

Additional Notes

This scenario could also be played using East Front maps and Red Warriors Counters. This scenario seems to have versions in Tank Battles and Red Warriors.

Soviet Guards transport counters may be downloaded from Avalanche Press. Otherwise, use RKKA trucks and wagons in place of the Guards counters as needed.


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).

Display Order of Battle

Germany Order of Battle
Heer
  • Foot
  • Motorized
Luftwaffe
Soviet Union Order of Battle
Guards
  • Towed

Display Errata (4)

4 Errata Items
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 581

HoSU and RW counters were incorrectly printed as 4-7 AT value. Per HoSU scenario book these should all be 4-8

(triangular_cube on 2017 Oct 08)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (2)

First taste of an 88mm
Author campsawyer
Method Solo
Victor Germany
Play Date 2006-02-10
Language English
Scenario HoSU001

This is a scenario played several years ago, my local game club has heavily playing PG. I was able to play though all the scenarios for HotSU and luckily I found my notes. I have translated the brief notes to AAR's for PG-HQ

This was the first scenario to be played with 88mm guns. The LW guns are interesting as they have bombardment factors rather than direct fire factors. A first look this was different from the thinking of what a AA/AT gun was, but in this battle this gave the Germans more of a punch.

The Germans are on the defensive and have the weather and terrain on their side. Movement is reduced due to snow as well as the Soviets are entering the board so the Germans can setup on key terrain. But the Germans must hold the town on board 4 without losing 8 German steps. The Germans have several units that are worthless, the AT guns have very limited use and the trucks/wagons will not be moving the German units very much.

The Soviets must enter the board and take the town on board 4 and eliminate 11 German steps. Their force is just infantry and must slog through the snow to attack. They have enough troops to take it but keeping them together will be a challenge with the snow.

The battle developed slowly as the Soviets needed to get on board and positioned in the woods west of the Germans. Soviet OBA tried to hit the Germans in the town but the shells fell short. By turn 10 the Soviets were ready to attack the town with direct assaults. German OP fire and OBA was devastating. The Soviets fell back to the woods to regroup. The German 88mm continue to shell the Soviets with devastating effects. The Soviet Kommissar tried to intervene to rally troops but many just ran under the shelling. Two more assaults were repulsed by the Luftwaffe troops before on town hex fell to the Soviets. The Germans counterattacked with reserves and retook the contested hex. By turn 20 the Soviet force was spent and the Germans held the town and only lost 2 steps.

In general this was a good scenario the victory conditions are achievable although a bit harder for the Soviets.

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Sometimes High Risk is just High Risk
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2011-02-16
Language English
Scenario HoSU001

I went to business school in the late 70s and it was drilled into our heads that to obtain high returns one must accept high risks. As future captains of industry we were to be willing to accept such risk if, in our opinion it had a reasonable likelihood of ending in a positive outcome. The play of this scenario is an indication of why so few captains of industry can make the jump to captains of infantry...

In this action a realtively large, decent Soviet Guards unit must either destroy or chase away a moderately sized force of Luftwaffe troops. The Luftwaffe have to retain control over the town while experienceing few losses.

The large force of Soviets and the close promximity of the town to their entrance point indicate that it will be difficult for the Germans to maintain complete control of the town, while the need to either cause 11 step losses or to chase the Germans, essentially, off the map indicates that the Soviets will also have a tough time. A draw seems very likely.

My play of the scenario through 17 of the 21 turns indicated that we were racing towards exactly such a draw. The Germans could not keep the Soviets out of the town but had only experienced 5 step losses at that point. The Soviets had entered in two unequal forces, one heading directly for Emel'ianova and the other of two companies entered to shield the town from any interference from the Luftwaffe troops in the woods to the south of the town (a required setup for the Germans).

As play progressed the Soviets were able to establish themselves in Emel'ianova but could not eliminate many steps and even if they were able to get the Germans out of the town a draw still loomed. At about the ten turn moment, the Soviet blocking force turned towards the town to provide extra weight to the assault which had stalled. Meanwhile the German force inside Emel'ianova was experiecing some degradation but continued to hold out in the center of the town.

The German force outside the town attacked the rear of the moving Soviets and was able to eliminate or disrupt most of the troops giving them a clear shot at the Soviets in the town who had, at that moment, few reserves to face an outside attack.

The possibility of entering the town and getting a shot at the Soviet major (and the effects such a decapitation would have on the total force) was a heady return. The Germans began to make such a move.

The real fun of PG is when you see your plans, carefully thought out, plotted and sprung come completely undone in a matter of moments.

First, the southern side of the German position within the town unexpectedly collapsed on turn 18 and the "rescuers" took some losses from Soviet artillery which enjoyed the opportunity to attack something that didn't have a column reduction on the fire chart. At this point losses for the Germans had jumped from 5 to 8 in a single turn. Obviously an abberation, it couldn't possibly happen again, "press on", says the Luftwaffe major.

Of course, it did, this time the northern section of the town collpases and a demoralized unit gets pounded by artillery and 'voila' a draw is turned into a loss by a calculated risk. This, of course, is why they call it risk. A critical point of the risk-return relationship that was clearly understressed in business school is that sometimes the risk you take can result in a loss. No doubt the Luftwaffe major had plenty of time to think about this on his way to the GUlag.

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