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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The Crossing at Hospet
Hyderbad #5
(Defender) Hyderabad vs India (Attacker)
Formations Involved
Hyderabad 9th Hyderabad Infantry
India 1st Mysore Infantry
India 4th Rajputana Rifles
India Mysore Lancers
Display
Balance:



Overall balance chart for HDRB005
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
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1
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Scenario Rank: --- of 1093
Parent Game Hyderbad
Historicity Historical
Date 1948-09-13
Start Time 07:00
Turn Count 16
Visibility Day
Counters 85
Net Morale 1
Net Initiative 1
Maps 1: 87
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 225
AAR Bounty 224
Total Plays 0
Total AARs 0
Duplicates InUn005
Battle Types
Bridge Control
River Crossing
Urban Assault
Conditions
Reinforcements
Scenario Requirements & Playability
Conquest of Ethiopia Maps
Hyderbad Base Game
Introduction

The Indian Army's invasion plan rejected an invasion from the south, since no gains made there would force the Nizam's surrender. The local commander, Brigadier N.V. Bal, objected to this omission and ordered his eclectic collection of troops forward anyway. At the town of Hospet, they ran into determined defenders occupying a sugar factory dominating a river crossing.

Conclusion

The Mysore infantry became pinned down under Hyderabadi fire and berserk close assaults by sword-wielding Razakars. Bal committed more and more of his forces, which included an armored train and the Indian Army's only remaining horsed cavalry regiment. Twice the Indians took the sugar factory only to be ejected again by Hyderabadi assaults. Seizing it a third time, they finally managed to fight off the Nizam's troops. The sugar factory would remain a center of heavy fighting for the next four days, until the Nizam ordered his troops to lay down their arms.


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).
  • Armored Trains: see Rule 15.2 ~ 15.22

Display Order of Battle

Hyderabad Order of Battle
Army
  • Towed
Razakars
  • Foot
India Order of Battle
Army
  • Misc
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