TAHGC 18" The Defense of Luga"
Updated 051207; rev 0
SOUTH OF LENINGRAD, July 19, 1941: As the panzers
drove deeper into Russia, intent on even greater encirclements, many potentially
dangerous Russian armored groups were bypassed. The German infantry, being primarily
foot or horse bound, was forced to keep up as best they could to safeguard the
panzer's line of communication. Hence when the Russians attempt to break out,
their armored attacks often had to be dealt with, not by their armored counterparts,
but by infantry and anti-tank units. Once such instance occurred at Luga, where
elements of the German 269th Infantry Division were assigned to hold the western
approaches to the German drive on Leningrad. Desperate to stop or delay the advance,
bypassed remnants of the 21st Tank Division, 16th Rifle Division, and the 2nd
DNO (a militia unit), were hastily declared Operational Group Luga and ordered
to take the city.
RULE LIMITATIONS: All rules through 95.
VICTORY CONDITIONS: The
Russians win by being the last side to occupy any 16 of the stone buildings.
The game starts with all buildings considered as last occupied by the Germans.
The Germans win by avoiding the Russian victory conditions.
BOARD LAYOUT:
SCENARIO SEQUENCE:
German sets up first |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
END |
Russian moves first |
GERMAN FORCES:
- AT START: Elements of the
469th Infantry Regiment and detachment of the 269th Divisional Artillery.
Set up anywhere south of hex row K of board 3 and 4 utilizing Hidden Initial
Placement (42). Germans may not start more than 12 counters on any individual
board.
1x9-2; 2x9-1; 3x8-1; 13x467; 6x247;4xLMG; 2xMMG; 2xHMG;
1x20L AA (#); 1x37L (8) AA; 2x AT 37L; 2x AT 50L
RUSSIAN FORCES:
- TURN 1: Elements of Operational
Group Luga enter anywhere along the North edge.
1x9-1; 1x8-0; 1x7-0; 24x447; 12x436; 3x628;2xMMG;
4xLMG; 1xATR; 2xT28c; 3xT40a; 3xT26s; 2x BT72; KVIIa; T34/76a
SPECIAL SCENARIO RULES:
- 18.1: The Russian
tanks, often without radio equipment and handicapped by the ill-conceived
an poorly planned attack, were totally confused throughout the battle. Therefore,
the Russian tanks are not given freedom of movement. The Russian player must
roll one die during his Rally Phase for every multiple of six (or fraction
thereof) mobile tanks he still possesses. The resulting number is the number
of his AFVs which he may move that turn. Tanks already on the board are not
prevented from firing or pivoting within that hex they already occupy by this
rule. The sole exception to this movement limitation is the T34/76A which
is considered the Russian command vehicle. It may move every turn without
counting as a moving tank.\
- 18.2: The German
AT and Flak guns do not have to record their Covered Arc during Hidden Initial
Placement. These weapons may chose their Covered Arc at the time they are
revealed.
- 18.3: The Russian
forces must start the game stacked off the board, adjacent to the hexes they
will use to enter the game.
- 18.4: The German
AA guns start the game "hull down" (63.17)
- 18.5: There is no
HEAT ammunition available for the 37mm AT Guns.
AFTERMATH:
The Russian attack, though supported by an assortment
of tanks, was stopped on the outskirts of town. German anti-tank guns dispatched
the Soviet armor which blundered forward piecemeal with relative ease, while the
Russian infantry, lacking solid leadership, where repulsed by far fewer Germans.
The result was decisive, but had the Russians better planned their assault, it
could easily have gone the other way.