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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Third Echelon
Iron Curtain #12
(Attacker) United States vs Soviet Union (Attacker)
Formations Involved
Soviet Union 31st "Vislenskaya" Tank Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for IrCu012
Total
Side 1 8
Draw 0
Side 2 0
Overall Rating, 8 votes
5
4
3
2
1
3.13
Scenario Rank: 673 of 913
Parent Game Iron Curtain
Historicity Alt-History
Date 1948-09-01
Start Time 12:00
Turn Count 10
Visibility Day
Counters 165
Net Morale 1
Net Initiative 3
Maps 1: 18
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 163
AAR Bounty 135
Total Plays 8
Total AARs 7
Battle Types
Exit the Battle Area
Scenario Requirements & Playability
Iron Curtain Base Game
Road to Berlin Maps + Counters
Introduction

During the post-war years, the Red Army proved itself unwilling to part with used military equipment, sending tanks into storage or selling them to allies rather than grind them up for scrap. In the late 1940s the tanks and other armored vehicles were only a few years old, and could have been used to equip later-echelon forces sent forward to maintain the momentum of and advance into Western Europe.

Conclusion

The American-made M4A2 Sherman tank was no match for its successor, the Pershing. Those provided to the Soviet Union under Lend-Lease at least had diesel engines and so were less likely to burst into flame, but would have proven just as easy prey for the Pershing's 90mm gun as they did for the Tiger's 88. And the Pershing was faster than the pride of Nazi Germany.


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).
  • 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

Display Order of Battle

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

Display Errata (1)

1 Errata Item
Scen 12

The scenario stats show 165 counters, but in fact there are only 16. Probably means far too many Bounty Points are being awarded. :-(

(Poor Yorek on 2014 Feb 01)

Display AARs (7)

New Soviet Guards Named
Author Poor Yorek (Soviet Union)
Method Face to Face
Victor United States
Participants TheDoctor (AAR)
Play Date 2014-02-01
Language English
Scenario IrCu012

The heroic stand of the 31st "Vislenskaya" Red Banner Tank Division at a classified location earned the unit designation as a Guards Tank Division by STAVKA.

The imperialist machines moved forward into a town; our brave fraternal socialist tankers pushed forward in the face of intense fire. Attacking the Yankees at close range in the streets of (?), two platoons of so-called Pershings were sent back burning to the dung heaps of Detroit.

{Redacted}

Soviet losses were 17 steps of M4A2 (noting the irony of capitalists tanks being used against their makers).

US: 22 VP USSR: 16 VP

======================================

Soviet units had no chance in a long-range AT duel ... so I just charged and had some good assault rolls (and had a lot of D's not DD's when losing single steps).

And had the Soviets rolled a '10' rather than a '9' at one point, they might actually have won this.

So this one was short and intense so earned a '4' for our play. Could easily see how a long range AT exchange would just be a slow and uninspiring death for the USSR force.

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New Soviet Guards Named, Part 2
Author TheDoctor (United States)
Method Face to Face
Victor United States
Participants Poor Yorek (AAR)
Play Date 2014-02-01
Language English
Scenario IrCu012

The Pershings enter the map quickly and push forward, but the Soviet M4's intercept them in the town and immediately assault the Americans. After two turns, the Soviets have cleared the town of Americans, but left themselves open to American AT fire from outside the town. The Americans spend the next half hour blowing out the Soviet armor before gracefully moving south and exiting the board, for a close victory.

Result: American Minor Victory. The Victory Point Count stands at 22-16, with the Americans having a six point lead.

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Commie Cookers
Author Retiredgrunt17
Method Solo
Victor United States
Play Date 2017-11-27
Language English
Scenario IrCu012

The Soviets tried to stop one US group running up the center, but were destroyed in short in the town. The lone US platoon on the right went toward the marsh and was confronted by 3 Soviets platoons. They were actually held up through the end due to never ending and fruitless assault results on both sides. The result was still a resounding US victory with most of the Soviets destroyed and 3 US platoons exited off.

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Iron Curtain, Scenario #12, Third Echelon
Author JayTownsend
Method Solo
Victor United States
Play Date 2010-01-01
Language English
Scenario IrCu012

I was finally able to play a small fast playing scenario from Iron Curtain today.

An interesting game of Armored Chest.

The Americans won a major victory, out scoring the Russians 30 to 8.

Time is a factor on this game. As the Americans I could easily blast the Soviet Lend-Lease Shermans apart with my Pershings but I had to remember to exit in time or it was all for not. I did exit on turn ten, minus only two steps of Pershing with the board clear of Russian Shermans. I needed to close one turn sooner as the Russians, to have a chance at best.

Fun play, regardless of the out come.

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Third Echelon or Soviets go all in
Author PatC
Method Solo
Victor United States
Play Date 2012-01-20
Language English
Scenario IrCu012

The East Bloc set up in woods, across the road and in the village at 1208. The Allies come on and make a dash for the western most village to obtain the cover there. All Soviet units fire, many getting the crossfire bonus. This knocked out two steps of Pershing tanks right off the bat and demoralized another. But in the exchange of fire the Soviets lost the same amount. Poor shooting by the Allies.

Then there was a tied initiative roll that sent the game to the events table, producing result #5. Orders were now changed. The Allies now had to capture the woods just south of the road. They then contented themselves with making the game a shootout that they were most likely not to win. The Axis could not pull out of the woods because the woods were now the geographical victory objective. They could not stay because they were getting chewed up by the Pershing tanks.

At 0130 it was all over. The last Soviet step had been eliminated for an Allied win. But had the victory conditions not been changed the Allies would have lost even though they had knocked out all Soviet units. They had not exited any steps off the west edge. This would have given the Soviets a pyrrhic victory.

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New American Tanks Beat Old American Tanks
Author KirkH
Method Solo
Victor United States
Play Date 2010-07-04
Language English
Scenario IrCu012

This is an alltank affair that pits a bunch of Soviet lend-lease Shermans against some American M-26's. Soviets set up south of road in woods and in town. Americans entered from north and entered town and on turn three eliminated five Soviet units. Soviets destroyed one US unit before M26's made their way off the south edge for a major victory. This one appears to be a pretty easy win for the americans, but maybe doing something different for the Soviets (such as catching the Americans in a crossfire) will allow them to come out on top.

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New American Tanks Beat Old American Tanks - Part Deux
Author KirkH
Method Solo
Victor United States
Play Date 2010-09-04
Language English
Scenario IrCu012

Tried this one again to see if doing something different with the Soviets might help their chances. Soviets set up on either side of large swamp to prevent US advance. M26's advanced south from larger town down road to the east while Soviets laid in wait. Soviets surrounded M26's looking for flank shots but the US tanks were simply too powerful and eliminated eight units and left four others demoralized or disrupted. The US tanks then had no problem moving off the board as the Soviet tanks could not rally. After playing this one using two different Soviet strategies it may not be winnable for the Soviet player.

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