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
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Hyderabad Lancers
Hyderbad #4
(Defender) Hyderabad vs India (Attacker)
Formations Involved
Hyderabad 1st Hyderabad Lancers
Hyderabad 2nd Hyderabad Lancers
Hyderabad 6th Hyderabad Infantry
India 17th Poona Hourse
Display
Balance:



Overall balance chart for HDRB004
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 1948-09-13
Start Time 05:30
Turn Count 22
Visibility Day
Counters 103
Net Morale 1
Net Initiative 1
Maps 3: 88, 89, 91
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 242
AAR Bounty 224
Total Plays 0
Total AARs 0
Duplicates InUn004
Battle Types
Road Control
Urban Assault
Conditions
Hidden Units
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Conquest of Ethiopia Maps
Hyderbad Base Game
Introduction

On Hyderabad's eastern border, the weaker of the Indian pincers met the strongest Hyderabadi forces, who expected the main effort to come on this front. The Indians surged up the same highway they'd used to attack Kodad a week earlier, with much greater force. But the Nizam's army had deployed its best units here to stop the Indians at any cost.

Conclusion

The Hyderabadi Lancers had seen action in the Middle East under British command, and this veteran unit put up fierce resistance to the Indian invaders. The Razakars fought desperately as well, but the Hyderabad troops had few weapons capable of stopping the Indian Shermans and eventually the defenders had to fall back.


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

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

Display Errata (2)

2 Errata Items
Overall balance chart for 1121

Armor value should be 0.

(Shad on 2010 Dec 16)
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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