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Bron Pancerna Deluge #22 |
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| (Defender) Poland | vs | Germany (Attacker) |
| Formations Involved | ||
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| Germany | ![]() |
1st Panzer Division |
| Poland | ![]() |
2nd Light Tank Battalion |
| Poland | ![]() |
Wolynska Cavalry Brigade |
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| Overall Rating, 5 votes |
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2.4
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| Scenario Rank: 1060 of 1094 |
| Parent Game | Deluge |
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| Historicity | Historical |
| Date | 1939-09-04 |
| Start Time | 13:30 |
| Turn Count | 28 |
| Visibility | Day |
| Counters | 81 |
| Net Morale | 0 |
| Net Initiative | 1 |
| Maps | 2: 103, 3 |
| Layout Dimensions | 56 x 43 cm 22 x 17 in |
| Play Bounty | 168 |
| AAR Bounty | 157 |
| Total Plays | 3 |
| Total AARs | 3 |
| Battle Types |
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| Delaying Action |
| Exit the Battle Area |
| Inflict Enemy Casualties |
| Urban Assault |
| Conditions |
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| Off-board Artillery |
| Reinforcements |
| Scenario Requirements & Playability | |
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| Broken Axis | Maps |
| Deluge | Base Game |
| Fall of France 1 | Counters |
| Fire in the Steppe | Maps + Counters |
| Introduction |
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Gen. Juliusz Rommel of Army Lodz had stripped away the 2nd Light Tank Battalion, with Poland’s best tanks, away from the 10th Mechanized Cavalry Brigade to serve as part of his army’s reserve. With the Germans steadily pushing back the hard-fighting Wolynska Cavalry Brigade, Rommel sent his tanks forward to counter-attack along with the cavalry brigade’s motorized rifle battalion. |
| Conclusion |
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The Polish tanks had better guns and armor than the nearly-useless German light tanks but the battle ended with just nine German tanks lost against two Polish machines. The Germans had been delayed but not stopped. Overnight the Polish Army’s other independent tank battalion arrived and on the next day the Poles would try another armored counter-attack. |
| AFV Rules Pertaining to this Scenario's Order of Battle |
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| 1 Errata Item | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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| The 1st Panzer Dances | ||||||||||||||
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We played this scenario using my 4th Edition rewritten rules and double-blind rules. Basically faster mechanized movement, more dangerous AT guns and a reason to look before you run ahead. The Germans advance onto the map from the west side with a motorized infantry force, while the Poles have been deployed on the eastern half of the map. An armored group, roughly a light battalion, will come to help at some point. The Germans have no trouble taking the town on their side of the map. Simply a matter of driving up the road and jumping out of the trucks. The infantry then spreads out to secure the end of a thin forest barrier in the middle of the map. The German arrives fairly early, and that is when the dance begins. The Poles have a number of capable tanks, while the Germans are mostly Pz 1's & II's. I decide to push the bulk of my force through the wooded barrier while placing HMG's and my infantry gun to prevent easy Polish reinforcement of the gap between the barrier and the hill to the east. Generally this works and my infantry advance across the gap and up the hill. Most Polish armor is in front of the eastern town. I have snuck my AT gun through the woods, where it deploys, barely having the Polish armor in range. It and my more capable tanks near barrier are are able to engage the Polish armor, with my AY gun setting up crossfire shots for the tanks. The Polish armor withdraws toward the eastern town, but not before causing a step loss to a Pz I, which had run across the gap to support the infantry on the hill. Unbeknownst to me, a small and well supported Polish tank contingent has moved to the southern end of the gap. It prevents the remainder of my infantry from making an easy crossing. I shift my infantry southward as my Pz IV's move to support. My infantry begins a melee with the Polish fore, at some disadvantage, which allows the Pz VI's to shoot at the Polish tanks in safety. That works and the southern Polish force is defeated and a path across the southern portion of the map is open. Night begins to fall and my light armor crosses the gap as the visibility drops. My tanks and some motorized troops run to the east edge, just as visibility becomes 2 hexes. Their exiting the map gains me enough points to claim a victory. |
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| 0 Comments |
| Just not enough.... | ||||||||||||||
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In my heart I knew he would sneak through the woods..but that town...so many points, surely he'll try that... But no...he saw what I saw and he went through the woods..... I was thus caught off guard with to many of my forces assuring the town remained in my hands... Sure enough, it did--but his slow pressure with overwhelming force could not be stopped through the woods... The Polish tanks, given neither side has efficiency, but both have armored leaders--put up a good showing, causing him to bail to the south and make his way through the woods and along the board edge... Just not enough to cover it all... The Double-blind really makes this work...I can't imagine this being much fun for the poles if they can't stay hidden... |
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| 0 Comments |
| Get Crushed Trying to Hold on in Map 103 | ||||||||||||||
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This was a pleasant & fun 3-session play-through with the bold & daring NBGB, commanding elements of the German 1st Panzer Division attacking across a minor river (the Brda?). I led the defending Poles of the Wolynska Cavalry Brigade, supported 2nd light Tank Battalion. We used with the FOW (beginning on game turn 15), extended assault, smoke/illum, consolidation, strategic movement, tank riders and excess initiative optional rules. Both sides drew decent sets of leaders, and my gracious opponent allowed the Poles to begin the game in hidden mode. We used these 2 house rules: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. The action-packed, initial session (game turns 1-6) featured a methodical German movement to contact in the center, with infantry probes out front looking for hidden Polish positions. The defenders began madly digging-in wherever they could and popping off the occasional ineffective oppfire as the Germans crossed the minor river and entered Map 103. By session’s end, the Poles had lost 2 steps of light tanks in an attempt to delay the inevitable and reduce German observation by combined arms, close assault. German armor began appearing from the east edge of the battle map on the 6th game turn. A combined FOUR combat 7-die rolls were thrown this session. Our costly & exciting second session (game turns 7-11) featured heavy casualties on both sides beginning with a successful long-range AT ambush that resulted in the loss of the first German Pz-I light tank platoon in the southern Margin of Map 3. This was to be one of the very few Polish highlights this session, as the Germans pushed steadily to the east and brought the bulk of their armor over the river in a broad left flank movement across the northern half of the battle map. Axis OBA was finally able to eliminate the single Polish 81mm mortar platoon, and a well-led Landser close assault in the trees destroyed the Poles evil, AT gun platoon. The thrust of the German attack slowly veered to the left, and a combined arms, Polish counterattack in the center collapsed in the face of very effective adjacent-hex direct fire and AT crossfires. The Germans threw excellent combat, morale recovery and opportunity fire die rolls for virtually the entire session. By the end, the step loss tally was now: 16 for the struggling Polish defenders, and only 7 for the German side. Both sides lost a stage of initiative in the 9th game turn, and the Polish level fell again in the 11th. The revised victory point totals were: 17 for the Poles, and 16 for the surging Germans. Only a combined FOUR combat 7-die rolls were thrown, but all came in key situations to the dismay of the defending Polish side. The thrilling & unpredictable third session (game turns 12-17) featured a great deal of maneuver and many complex decision points for both sides, but particularly in connection with the fighting withdrawal of the Poles back to the town. The PG Fates were on the side of the Third Reich, today, as their die rolling was excellent, particularly as regards combat and morale recovery. The landsers and their fast moving tanks maintained considerable pressure on the retreating Polish force, while moving two complete columns of light armor off the east map edge, and avoiding the town all together. The step loss tally ended at: 10 for the Germans, and 29 for the hapless Poles. The final victory point totals were: 53 for the victorious Germans, and 20 for the defending Poles. A major Axis victory that was conceded by the Polish side during game turn 17 when it became apparent to both players that the battle was lost. This was a massively gamey, unnecessarily long, and not properly play tested scenario that is a very hard pull for the sparsely-equipped Polish defenders. The Poles should be allowed to dig-in at the start and to have all units begin in hidden mode, to make this a bit of a challenge for the surging Germans. It was fun to try out the Polish light tanks, but they proved to be of limited use, and not a real match, once the Axis force was completely deployed in echelon. We give this one a generous rating of 1, and note that it is best suited for SOLO play. |
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| 0 Comments |
DelP021


