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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Lone Star
Iron Curtain #11
(Defender) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 12th Guards "Mozyrskaya" Mechanized Division
United States 49th "Lone Star" Armored Division
Display
Balance:



Overall balance chart for IrCu011
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 913
Parent Game Iron Curtain
Historicity Alt-History
Date 1948-09-01
Start Time 22:00
Turn Count 48
Visibility Day
Counters 150
Net Morale 1
Net Initiative 1
Maps 9: 1, 10, 11, 14, 16, 17, 18, 21, 9
Layout Dimensions 129 x 84 cm
51 x 33 in
Play Bounty 217
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Battle of the Bulge Maps + Counters
Eastern Front Maps
Iron Curtain Base Game
Road to Berlin Maps + Counters
Introduction

As the Cold War heated up, the United States formed a pair of National Guard armored divisions, one in Texas and on in the northeastern states. The U.S. Army had masses of leftover equipment following World War II; just how useful it would have been on the post-war battlefield is open to question.

Conclusion

Soviet war plans eventually came to include multiple echelons of units, attacking the West in overlapping waves. As the first echelon became ground down by combat, the second would move up in its place. and so on. By the late 1940s many of the divisions that had conquered Germany had returned to their home military districts. The 15th Guards Cavalry Division instead went to Brest-Litovsk, on the Soviet-Polish border, and there was converted to a mechanized division. On the American side, the 49th "Lone Star" Division would eventually be folded into the National Guard's famous 36th "Texas" Division when armored divisions left the Guard order of battle.


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
  • 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
Guards
  • Mechanized
United States Order of Battle
Army
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 884

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

(Shad on 2010 Dec 15)

Display AARs (1)

Outflanked!
Author TheDoctor
Method Solo
Victor United States
Play Date 2014-01-31
Language English
Scenario IrCu011

Setup: The Americans setup, dug-in, tentatively in the middle of the map, with three equal groups blocking the three east-west roads, with some reserves on the very western side of the board. This forces the Soviets to march all the way across the map to clear even one of the roads, opening them up to American counterattacks from the north and south.

Play: The Soviets split their force between the SMG's and regular infantry, with the infantry moving due west along the middle road, while the SMG's ride on tanks flanking the main force to capture the north-south road. Within two hours the Soviets engage the Americans on Board 9, and the flanking units attempt to cutoff some American reinforcements from the duel towns. They succeed in the north, but fail in the south.

The battle quickly turns into masses of assaults, with ten assaults in progress at once, with the Americans gained a lead early in the game, using their dug-in positions to best effect. Eventually their low morale begins to catch up with them, and the tide turns to the Soviets advantage. However, after six hours of the brutal cycle of assaulting, recovering, assaulting, and recovering, both side take a step back to consolidate and mount a second offensive.

The Soviets launch themselves at the Americans once again, with much better success than the first attack, but the Americans still put up a defensive, and by the end of the second round of assaults the battle comes to a slow end, almost a stale mate. Even though the Soviets won the battle for the center of the map, they fail to clear the Americans from the main east-west road.

Result: American Minor Victory. The Step Loss Counts stands at 55-48, with the Soviets having a seven step lead.

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