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Battle of Magnusziew
10 months ago  ::  Feb 23, 2009 - 8:05PM #1
AH_warspite
Posts: 449
The Battle of Magnusziew. Aug. 8, 1944. Magnusziew, Poland. (Adapted from Panzerblitz Situation #21, Wargamer’s Guide to Panzerblitz).

After the collapse of Army Group Center, Russian units made deep inroads into conquered Poland, some reaching as far as the Vistula River. The 2nd Tank Army crossed at Magnusziew and was stopped by the 19th Panzer and Herman Goering Divisions – 40 miles SE of Warsaw, gripped by a major Polish uprising.

Map:
16 (ul) 14 (ul) 3 (lr)
1 (lr) 6 (ul) 5 (ul)
15 (lr) 4 (lr) 8 (ul)

German Forces:

Battle Group of the Herman Goering Division, sets up first on any map other than 3, 5 and 8.

1 Panzer IV Ausf. H Commander
5 Panzer IV Ausf. G
4 Panther Ausf. A
2 StuG III Ausf. G
2 Marder III Ausf. M
1 Wespe
1 Hummel
1 Maultier (use Sd Kfz 251, with Nebelwerfer 41 attack values and SA’s. Omit Fighting Platform and Transport SA. See Special Rule 1.)
9 Sd Kfz 251
9 Opel Blitz 3 Ton
1 SS Haupsturmfuhrer
1 Wehrmacht Oberleutnant
1 Disciplined Spotter (see Special Rule 2)
1 Grizzled Veteran
6 Wehrmacht Veteran Infantrymen
6 Mauser Kar 98
3 SS Stormtroopers
3 Panzerfaust 30
1 SGrW 34 81mm Mortar
2 PAK 40 Antitank Gun
1 MG 42 Machine-Gun Team
2 20mm Flak 38


Soviet Forces:

Assault elements of the 2nd Tank Army, entering from the East edge.

1 T-34/76 Commander
11 T-34/76
6 T-34/85
2 IS-2 Model 1944
2 SU-85
2 SU-152
5 ZIS-5 3 Ton
6 Lend-Lease Half-Track
1 Cossack Captain
1 Veteran NCO
3 Commissar
1 Red Army Forward Observer
2 Hero of the Soviet Union
9 Mosin-Nagant 1891/30
4 Degtyarev DP-27
4 PPSh-41 SMG
4 Maxim M1910 MG
2 82mm PM-37 Mortar
2 ZIS-2 57mm Model 1943
1 76.2mm Model 1942

The scenario lasts ten turns. Soviets have initiative turn one. Roll normally starting turn two.

Victory: Each side earns one point for each unit destroyed. The Soviets earn ten points for clearing the town hexes on map 6 of German units at the end of the scenario, and ten points for clearing the town hexes on map 1 of German units at the end of the scenario. Highest point total after ten turns wins.


Special Rules:

1) The German Maultier has the Defense and Speed values of the Sd Kfz 251 Half-Track. The Maultier’s Soldier attack values and Vehicle attack values are that of the Nebelwerfer 41. Its Special Abilities are: High Gear (as per Sd Kfz 251), Enhanced Range 16, Inaccurate 1, Bombardment, Blast, and Rocket Salvo (as per Nebelwerfer 41). Add Indirect Fire (as per Hummel).
2) The German Disciplined Spotter allows the Wespe, Hummel and Maultier to target Vehicles as well as Soldiers with their Indirect Fire SA. The SGrW 34 81mm Mortar does NOT gain the ability to target Vehicles with Indirect Fire.
3) To be considered “clear” of German units, no German units may be in the town hexes at the end of the scenario. The Soviets only count these points at the end, not each time the towns are cleared of German units.
10 months ago  ::  Feb 23, 2009 - 8:06PM #2
AH_warspite
Posts: 449
Notes:

Looking for a good demo for a local convention, I poured over my Panzerblitz, Panzer Leader and Squad Leader scenarios. I wanted a good tank battle, in order to get interest from browsers at a distance, who would recognize quickly what was going on, but also have a good balance of infantry with armor to really flesh out a combined arms force.

After much discussion with my opponent (axisarmyrules45), we agreed to this scenario. The biggest problem was adapting the Panzerblitz circumstances to Axis & Allies miniatures at a reasonable scale. The hexes in Panzerblitz are 250 meters, instead of 100 meters, and each of the three mapboards are 10 hexes across, and 30 hexes long, making for a map about 30x30 hexes, or about 75 hexes in AAM terms. Also, the terrain analogs weren’t matching up well, with a couple of good-sized cities, and a map with heavy forest and large hills, over which the Soviet forces had to maneuver. The map arrangement I settled on had enough terrain to be a problem, while still having roads running East-West, to get the trucks moving at a fair clip for both sides. This is to be a mobile battle of maneuver, including the infantry. The movement rates for the comparative times (e.g. 400 m per one-minute turn in AAM for a Speed 4 T-34, 2500 m per six minute turn in Panzerblitz) meant a comparable number of hexes in the same number of game turns at the reduced scale.

The next part was to adapt the forces. The Panzerblitz scale for units also dwarfs that of AAM. The Germans can stack 3 platoons, and the Soviets 2 COMPANIES, per hex. For soldiers, that was bad enough. A single German tank platoon was to be 6-7 vehicles, while a Soviet tank company was ten vehicles. The battle called for 12 T-34/76 companies, a total of 120 T-34/76’s!

So, I scaled it back, by a factor of six for the Germans, and a factor of ten for the Soviets. That included the soldiers. A German rifle platoon is supposed to represent about 60 men, including 11 SMG’s and 6 MG’s. The Germans are supposed to have 15 rifle platoons. Treating each 10 men as a single figure in AAM, and scaling the Germans down by 6, meant 1 figure per rifle company. With 3 SMG platoons in addition, I made the difference up by using 6 VWI, 6 Mauser, and 3 SSST (for the SMG). The MG42 approximated the MG complement, plus the two commanders, which I deemed necessary to reflect the sheer quantity of units in the Panzerblitz scenario being very hard to kill. Also, to allow for the Close Assault Tactics (CAT) attack of infantry, the WOLt plus several Panzerfausts would keep Soviet tanks from simply getting too close to drop off the riders. The feature in Panzerblitz of needing to have spotters from line units to direct the very important indirect fire of the SPG’s, which are capable of shooting armored targets, albeit at lower values, I gave each side a spotter, and further gave the German spotter the ability to spot for the Wespe, Hummel and Maultier. This would make the Soviet trucks and half-tracks appropriately vulnerable to HE rounds, the way they should be, and make even tanks worry about getting their turrets blown off.

The Soviet rifle companies, in turn, represented 150 men, plus MG’s and SMG’s. Unlike the Germans, swapping out PPSh’s and DP27’s was no problem. The Mosin-Nagants are good CA units anyway, so their close assault potential was sufficient. Besides, the wave of T-34’s, even at 1:10, should be more than enough. The Soviets didn’t have much in the way of artillery, and in Panzerblitz, their biggest gun is actually the 120mm mortar, a very powerful weapon, but completely absent in AAM terms. Rather than approximate it, I left it out entirely. It wouldn’t have been much use against tanks, and the scaled-back German force wouldn’t demand a dangerous weapon like the 120mm. By comparison, the attack value of the 120mm is 8 times that of the 82mm mortar, and about 60% of the Wespe. (It would probably have about 9-10 dice, Enhanced Range 20, Inaccurate 1, Shrapnel, and possibly Blast, just to begin to give such a massive weapon justice.) I also left out the German 150mm mortar, as it wouldn’t have been as important to the Germans as the Wespe, Hummel and Maultier. I put the Maultier in because of its mobility. The Soviets should also have had an Engineer company, but I didn’t want to start borrowing too much from other countries for units. The Germans should also have had a quad 20mm Flak battery, and the Soviets a 12.6 mm AA battery, but leaving out aircraft would minimize the true need for such weapons, and they could be better approximated other ways, such as extra MG’s, or the German 20 mm. If we did use aircraft, I would have designated one of the Maxims to gain Antiair as a Special Ability.
10 months ago  ::  Feb 23, 2009 - 8:07PM #3
AH_warspite
Posts: 449
(Notes cont'd)

The other issue was how to reflect the motorization of the respective forces. The truck complements from Panzerblitz allow the entire infantry and fixed gun force to be mobile. The half-tracks and trucks are needed for that, and so enough trucks to get the guns moving, plus halftracks to flesh it out, and roughly account for the numbers in the scenario, were needed. However, the Soviet T-34’s are all Exposed Transport units. Since the trucks aren’t much safer, I decided to cut back the Soviet truck convoy, and let the 18 T-34’s provide transport. The problem arises in the Command Dependency of nearly the whole infantry force, so I had to include enough Commanders to give a good chance for the tank riders to actually get OFF of the tanks when needed. Since this isn’t a feature of Panzerblitz at all, I had to make it part of the AAM interpretation, and it turned out to be a crucial impairment of the Soviets. The need to keep the tanks near the soldier commanders to allow the riders to dismount would hold the tanks back from just charging off after the panzers.

The addition of tank commanders to each side also added a tactical consideration to the battle. The Soviet tank commander wouldn’t help with the tank battle, but could make the battle for the towns critical, esp. if the tanks had to ward off Angriff attacks by Panzerfausts. Our battle never got that far, and the T-34 commander got offed anyway (my opponent was a head-hunter), but it might have had an impact. The Panzer IV H commander proved very useful, as a handful of Soviet tanks were disrupted each turn, and having the Ruthless bonus to all of those 11-dice long range attacks meant Soviet tanks ended up with a lot of one-shot kills later in the battle.

A first run-through of the battle had the German set up a bit timidly, defending in depth, rather than presenting a solid front as in the pictures I’m posting here. The result being that the Soviets were able to advance in good order, and the first town was overrun fairly easily. Also, when the tank battle began, the German player, seeing trucks with infantry mounted as a three-for-one scoring opportunity, shot several of those when more dangerous T-34’s and IS-2’s were bearing down on them. The result was three of four Panthers pummeled to death, and the center town taken, by turn five. This put the score 23 to 17 in favor of the Soviets, who no longer needed to attack, forcing the now-outgunned Germans to try a counterattack, negating their defensive advantages.

The replay, pictured here, was a dead heat, 23 points each, no towns cleared, by the end of turn five (and five hours in). I’m considering trying to reproduce the final situation from the pictures, in order to finish playing it out. This would be an ideal scenario for teams on each side, to speed play along.

P.S. I actually have all but five of the Opel Blitz trucks in my own set, and axisarmyrules only needed to borrow my Panthers and Opel Blitz’s himself. So, yes, we’re also flaunting our collections. :)
10 months ago  ::  Feb 23, 2009 - 8:12PM #4
AH_warspite
Posts: 449



The opening German deployment. The line of Panzers is awaiting the Soviet advance. The German infantry is along the road between towns. The Spotter, MG42, and one of the PAK 40's is deployed ahead, with some Wehrmacht and the Haupsturmfuhrer in support. The Wehrmacht Oberleutnant and Panzerfausts are in Sd Kfz 251's on the German left, and the SPG's are to the rear, eight hexes back of the spotter (maximum range).
10 months ago  ::  Feb 23, 2009 - 8:29PM #5
AH_warspite
Posts: 449


End of turn one movement. Soviet forces advance, en masse. 3 of the T-34/85's are T-34/76 Model 1942 proxies, and the SU-152 have SU-122 stand-ins (the V1.0 are just too small to be as impressive as they need to be here :D ).
10 months ago  ::  Feb 23, 2009 - 8:34PM #6
AH_warspite
Posts: 449


After combat, turn one. Long range fire from the German 75's have disrupted or damaged a handful of Soviet tanks. One did get to return fire, and disrupted a Panzer IVG. The Soviet infantry cautiously brings up the rear, and the trucks are maneuvering to get onto the road, so they can rush the town at the right time. Already, the Soviets are having trouble coordinating with the soldier commanders, so that the Command Dependent infantry can dismount from the tanks.
10 months ago  ::  Feb 23, 2009 - 8:38PM #7
AH_warspite
Posts: 449


End of movement, turn two. Soviet infantry begins jumping off the tanks as the firefight begins. The MG42 in the town is now a threat, and the shells begin screaming in from the Wespe and Hummel, and rockets from the Maultier. The German armor begins withdrawing, in order to keep the long range advantage, and concentrate fire where possible. The Panthers are blocking the open terrain on the Soviet left, while the Panzerfausts on the half-tracks sortie from the brush on the Soviet right.
10 months ago  ::  Feb 23, 2009 - 8:43PM #8
AH_warspite
Posts: 449


(I started using the flash here, so the foreground is a bit washed out. Sorry.)

The Soviet tanks are rushing up the center, and on the left, but are taking casualties. A Panzer IVG on the left is also disabled, but fighting on, and the rest of the panzers continue their fighting withdrawal. The PAK40 and MG42 in the town have been neutralized, so the Soviet infantry begin advancing to begin their assault while the tanks continue to push the Germans back. In response, the German infantry mounts up, and prepares to reinforce the town.
10 months ago  ::  Feb 23, 2009 - 8:49PM #9
AH_warspite
Posts: 449


The Soviet push up the center causes the German infantry to retreat to the second town, while the Panzers try to drive them back. A fierce firefight is about to be commence on the Soviet left, while the Panzerfaust teams begin harassing the Soviet right, bogging it down. Losses among the Soviet officers have slowed the infantry advance to a crawl, so an attempt is made to set up a firing position on the hill to the southeast (left in this view) of the town. A mortar team is dismounted to help soften up the town defenders, while the SU-152's continue maneuvering for their shots.
10 months ago  ::  Feb 23, 2009 - 8:52PM #10
AH_warspite
Posts: 449


In the fierce firefight, an expert, if desperation, shot by a damaged Panzer IVG strikes home!



The valiant Panzer IVG, and it's T-34 quarry.
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