Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
Armored Cars
Hyderbad #2
(Defender) Hyderabad vs Gurkha (Attacker)
India (Attacker)
Formations Involved
Gurkha 2/5th Gurkha Rifles
Hyderabad 1st Hyderabad Lancers
Hyderabad Kodad Garrison
Hyderabad Razakar Militia
India Poona Horse
Display
Balance:



Overall balance chart for HDRB002
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 1093
Parent Game Hyderbad
Historicity Historical
Date 1948-09-06
Start Time 12:00
Turn Count 20
Visibility Day
Counters 37
Net Morale 1
Net Initiative 1
Maps 2: 88, 89
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 219
AAR Bounty 224
Total Plays 0
Total AARs 0
Duplicates InUn002
Battle Types
Road Control
Urban Assault
Conditions
Hidden Units
Reinforcements
Joint Forces Battle
Scenario Requirements & Playability
Conquest of Ethiopia Maps
Hyderbad Base Game
Introduction

The Indian Army force's pursuit of the Razakar militia over the border brought them into contact with Hyderabad's regular army. The Indians would later contend that the Hyderabadis had full knowledge of the Razakar raid; the Hyderabadis never had the opportunity to confirm or deny the charge. In any event, when the Indians ran into a regular Hyderabad force, fighting immediately broke out.

Conclusion

The Indian tankers chased the Razakars over the border, leaving their infantry support behind in their frenzy to run down the Muslims. Once they crossed the border they found the Hyderabadis more than willing to fight: Kodad lay along the main highway to the Nizam's capital and the local garrison appears to have interpreted the action as a sneak attack. The Hyderabad "armor" regiments only fielded armored cars, however, and they got the worst of the action with the Indian Shermans.


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
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Gurkha Order of Battle
Army
Hyderabad Order of Battle
Army
  • Motorized
  • Towed
Razakars
  • Foot
India Order of Battle
Army
  • Mechanized

Display Errata (1)

1 Errata Item
Overall balance chart for 1122

All Stags have an armor value of 1.

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