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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Bialystok Defense
Red & White #15
(Attacker) Soviet Union vs Poland (Defender)
Formations Involved
Poland 15th Antitank Regiment
Poland 9th Mechanized Division
Soviet Union 166th Tank Brigade
Soviet Union 252nd Rifle Division
Display
Balance:



Overall balance chart for ICRW015
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Red & White
Historicity Alt-History
Date 1951-10-14
Start Time 15:00
Turn Count 14
Visibility Day & Night
Counters 102
Net Morale 0
Net Initiative 1
Maps 2: 16, 19
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 231
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Ambush
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Anti-infantry Wire
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
Cassino '44 Counters
Hammer & Sickle Counters
Red & White Base Game
Road to Berlin Maps + Counters
Introduction

Marshal Anders’ strategy required an elastic defense for the first couple of days to ascertain the units attacking and their primary vectors. Then he planned to hit back hard and make the Soviets think twice about their decision to invade. The Soviet advance on Bialystok split into three prongs as well, with the armor advancing on the plains to the south. That's where Anders laid his trap, just as the sun began to set in the west, blazing into the oncoming tanker's eyes.

Conclusion

Ambushes are tricky business. You have to be ready where the enemy is going to be, which requires him to cooperate. Also, if the jaws of the trap don't close fast enough, sometimes the hunter becomes the hunted. The Soviet has an initial advantage in numbers but the Poles have good ground and firepower. But when the reinforcements show up all bets are off.


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
  • 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

Poland Order of Battle
Wojska Lądowe
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (2)

2 Errata Items
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Errors? Omissions? Report them!
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