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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Little Saturn #5: Escape from Arbuzovka
Tank Battles #5
(Defender) Italy vs Soviet Union (Attacker)
Formations Involved
Soviet Union 101st Guards Rifle Regiment
Display
Balance:



Overall balance chart for TaBa005
Total
Side 1 0
Draw 1
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
2.2
Scenario Rank: 906 of 913
Parent Game Tank Battles
Historicity Historical
Date 1942-12-21
Start Time 08:00
Turn Count 18
Visibility Day
Counters 43
Net Morale 1
Net Initiative 0
Maps 1: AK1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 161
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

As elements of the 1st Guards Army flooded deep into the enemy's rear area, part of the second echelon, the 35th Guards Rifle Division, was committed to contain the Axis forces bypassed in the initial breakthrough. Some 26,000 troops from the Ravenna, Celere, Sforzesca, Pasubio and Torino Divisions were attempting to make their way to friendly lines, with the Guardsmen standing in their way.

Conclusion

In two days of intense combat, most of the Italian forces along with a handful of German and Romanian formations were destroyed or surrendered. On December 21, the 35th Guards captured 4,500 enemy soldiers and on the next day, another 2,100 fell to the division. Many of the Axis forces were killed in the violent and frequent, but scattered actions.

Additional Notes

Fronte Russo counters could be used in place of the Italian units drawn from Afrika Korps.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Italy Order of Battle
Regio Esercito
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Guards
  • Mechanized

Display Errata (2)

2 Errata Items
Scen 5

OBA indicator line is missing. Played with no OBA available.

(triangular_cube on 2022 Mar 09)
Overall balance chart for 887

Direct Fire values should be 5-1. Ignore misprints.

(danradz on 2011 May 04)

Display AARs (2)

Arbuzovka Death Ride
Author Blackcloud6
Method Solo
Victor Soviet Union
Play Date 2022-12-22
Language English
Scenario TaBa005

I was looking at the PH HQ battles of the day for a Bulge scenario and this one was up as the only non-bulge game for the day. It looked interesting and probably quick so after finishing my Bulge game of the day, I set it up.

This is a tough row to hoe for the Italians as they need to break through a Soviet line and run off the board... and they are outnumbered. So, the only thing I could think up was drive up the ridge and try to gain initiative and plow through the Commies. The Italians didn't get the needed initiative and Soviets opened up by hammering the Semoventes. Then they turned on the infantry and broke up the Italian line. But the Italians did manage to get through one flank and tried to dash for the exit. But the tanks and reserve company moved in and hemmed the Italians in and pounded them into the dirt. Game over by 1000 hours, Soviet win.

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Tank Battles #5
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2022-03-09
Language English
Scenario TaBa005

This is a rather quick scenario in which the smaller Italian force must break out from the approaching Soviet Guards. Its a rather tough, uphill battle (literally and figuratively) but with the aid of some key die rolls and initiative wins I think it is possible.

Italians are forced to setup 2 to a hex in a 7 hex line starting at the eastern edge, so they dont have the ability to spread out. The Soviets are going to be bunched out in front of them, so the key part to the set up is to have your mobile forces on the Italian right so you can try to run for the road and sneak past. I set up with the motorcycles, then tanks, then the HMGs as a bit of a fire support sacrifice with the INF ready to run for it if the option opened up.

Soviets won first initiative and got to fully secure the hill that divides the set up area. Italians responded by setting taking pot shots at them trying to get a weak spot to develop. It didnt really work. But in the meanwhile the motorcycles rush for the road and the tanks headed northwest, keeping distance form the stalking T-34s. The goal there is to try to get around them, win initiative, take one round of moving fire and escape down the road.

I think that little tank duel is the key here, unfortunately the rules are ambiguous as to whether or not they count as 2 points if they escape. I said they did as the Italians needed help. Anyway, over the next couple turns, the motorcycles got away unopposed (Soviets could try with Cavalry but it would be very tough to stop them and not worth it). Italians never really got the hinge initiative so the Tank duel ended up as a loss.

That left the INF fight on the Italian left as the last bit. Whats interesting about this is that the Soviets even with a larger and generally better force, have only 4 leaders. One was killed early on due to an assault that went bad. So if the Italians can get a morale status on the Soviet left, they can send a couple platoons scurrying away and the Soviets wont have the C&C to pursue. Italians using this method were able to get 3 platoons out around their left and off the board. Total of 5 units, just not enough.

If the tank duel ends up as an Italian win, I think they can pull this off, tough but not impossible.

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