Blunting
the Bear: Germany, 2nd August 1982
On the other hand this same salient provides opportunities for limited counterattacks into already exposed Soviet rear areas. Here, near some relatively unknown hamlets in North West Germany elements of the British 12th Armoured Brigade, 1st Armoured Division, are tasked with holding a key crossing while the elements of the Brigade attempt to conduct a limited counter attack against elements of the 27th Guard Motor Rifle Division. Limited divisional resources are allocated to the operation and British forces are launched forward even while the Soviets advance to exploit recent successes. Orders of Battle: The forces engaged are as follows: Russian: 68th Guards Motor Rifle Regiment, 27th Guard Motor Rifle Division:
Russian Divisional Assets:
Soviet forces may enter anywhere along the two table edges marked without flank marching. Due to the hasty attack no pre-planned artillery fire missions are available. British: The TO&E from which the scenario draws it's combat stands from can be found on-line here. Elements of British 12th Armoured Brigade, 1st Armoured Division:
Note, that either the British mechanised battalion or the armoured regiment may be classed as veteran for this scenario. The other is regular. British Divisional Assets:
British Chieftain equipped armoured regiment and mechanised battalion must cross-attach. One of these battalions, plus the Recon Squadron, must be on-table. It is deployed after the Soviet player has drawn his command arrows but before Soviet troops are moved on to the table. Refer to the special rules below. British on-table forces may be deployed anywhere except within 12" of any potential Russian entry edge. The remaining battalion is off-table and enters at the British entry point and must cross the river at the main bridge. The Lynx flight can be pre-programmed or can be called in using normal rules. It is considered to be in divisional support. Special Rules: The special pre-game reconnaissance rules are not used for this scenario. However, Soviet command arrows and allocation of support weapons are completed first. Then, all on-table British troops are placed on table, except that two British stands may be deployed in hidden positions. These stands are then only placed on table if they move, fire or are spotted.
Both armies are limited to six Electronic Warfare Missions with a maxium of one per turn. The game lasts a maximum of 16 turns. Victory Conditions: To claim victory the Soviet commander must cause the two main British battalions to test morale or capture the town that dominates the bridge over the main river. This ensures that the British bridgehead is broken due to heavy British casualties or the bridgehead is compromised. Either will allow Soviet forces to exploit the situation in the coming hours. The British commander can claim a major victory if he can exit one battalion, other than the Divisional Recon Squadron, off the opposite table edge to his entry point by the end of the engagement while maintaining the on table bridgehead. This represents armoured elements breaking into Soviet rear areas. A minor victory is achieved if three or more Soviet battalions are forced to test morale and Soviet victory conditions are not achieved. Any other result is considered a draw. The Map: The map is based on a table 1.8m by 1.2m. Each grid square is 12" across which equates to 1500m.
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