Soviets Move on Nikopol, November, 1943
Played March 28-30, 1999, using Crossfire + Modified Armour Rules


Scenario Designer & IMPARTIAL Umpire - Tim Marshall
German - Dave, Joe
Soviet - John, Derek
Situation (view map

A mixed German force is in this area of the outskirts of the city of Nikopol.  A new rifle company (green) has been training with a veteran platoon (SMG) and are occupying defenses around the town area, Church Hill and the factory complex.  Some reconnaissance troops have set up a screen a very short distance outside these areas.  There are also two heavy armour platoons leaguered in the town and factory complex.  The Soviets are planning an attack to take the area.

Mission (view map

There are four objectives: the town area; Church Hill; factory complex (factory, signal tower and other building - excludes water tower); and Factory Hill.  Both sides assign 2 or 1 point(s) to each objective, 6 points total.  At the end of the game, each side is assessed according to the other side's point assignment.

German Forces (view map

Elefant advances past the factoryPanzergrenadier Company  Green.  3 rifle platoons, each with three rifle squads, 1 MG squad.  All rifle squads have one Panzerfaust each.  Company HQ with CC and two Panzerschreck equipped rifle squads (independant).  PCs and CC are veteran, +2. 

SMG Platoon  Veteran.  3 SMG squads, 1 MG squad.  SMG squads have one Panzerfaust each.  PC, veteran, +2. 

Elefant Platoon  Regular.  2 Elefants (includes one PC), 1 Stug IIIG 

Tank Platoon  (temporary mix) Regular.  2 Tiger I, 1 Panther (PC) 

Artillery FO  105mm battery, FO equipped with SDKFZ 250 

Anti-Aircraft  Regular.  1 20mm quad mounted on a halftrack. 

Armoured Recce Patrol  Regular. 2 SDKFZ 250/9 

x2 Recce Listening Posts  Regular.  Each with Kettenkrad and Schwimwagon (land line communication with FO - can call artillery, but may not fire.  Fight in close combat as crew squads.) 

Recce SPG Detachment  Regular.  2 Marder III 

Defence Works:  All infantry can be dug in (dug in troops, when suppressed, are immune to small arms fire) plus there are two bunkers available with room for one squad.  Two anti-personel & anti-tank minefields are available for placement as well as  8 stands of barbed wire. 

Deployment Requirements:  Non-Recce forces deploy inside town (up to the west bank of the river), Church Hill and/or factory complex only.  Elefant and tank platoon may only be placed inside town or factory complex and cannot be placed in the same objective.  Recce forces may set up as per non-recce forces, plus anywhere on Factory Hill (the only German forces permitted to begin the game there) and/or in any woods adjacent to river on East bank. 

Map of Gaming Area (Woods features numbered)
German Lines
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Soviet Lines 
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Yes, I realise the church is a bit of an anomoly in communist Russia...the buildings are also more German (the buildings in the town are Vero, the factory complex buildings are Atlas).  Imagination must be used!!!
Soviet Forces (view map

Yak 7 flies over Soviet forcesx2 Rifle Companies  Regular.  3 platoons (mostly rifle), each with 4 squads including an MG squad.  All squads assumed to have an ATR.  PCs +1, CC +2. 

SMG Company  Veteran.  Structure as per rifle company, except all squads are SMG. 

x2 T-34 Companies  Regular.  Each with 2 platoons with three T-34, including one PC. 

SPG Company  Regular.  2 Platoons, each with 1 SU-152 and 3 SU-85 (includes PC). 

Armoured Flamethrower Platoon  Regular.  2 KV-8 flamethrower tanks (independant) 

Recce Force  Veteran, with C&C abilities as per German troops instead of the usual Soviet characteristic.  2 81mm mortar squads (smoke & HE), 1 MG squad, 2 SMG squads, 2 pushed 45mm ATG & crew. 

Artillery  Pre-planned HE/Smoke barrage from 3 152mm batteries (FO not required, plotted before deployment). 

Air Support  Forward Air Controller available off-board, infantry & armour CC assumed to be radio equipped to be able to call missions. 

Deployment Requirements:  Soviets initially deploy along line running along and including woods features 1-6 on the Eastern edge of the gaming area (bottom of map, above).  Soviet recce forces are assumed to have been inserted the night before and can be placed in any woods feature or depression, anywhere on the area.  Referee will determine if any features contain both sides and the conflict will be resolved with close combat.

Actual Deployment - the Game Begins! (view map

Initial deployment(Click for large size)  The picture shows the initial Soviet deployment;  The Soviet commanders' initial plan was to use the covered approaches on the Southern flank to seize the town and then move and take other, Northern, objectives.  Roughly 2/3 of the Soviet forces are deployed in positions around woods 1-3, with a further tank platoon plus mounted rifle platoon off-board. To the North, only one of the SU platoons and a single T-34 platoon accompany a rifle company.  Recce elements, with the crucial mortar teams (for smoke to help cover approaches) are positioned as follows:  Woods 1 and Woods 4, Mortar squad; Woods 4 also contains a 45mm AT gun; Woods 18 contains the other AT gun and the MG squad and 2 SMG squads of the recce force, to lie in wait and help support the Soviet push in this area. 

German forces are deployed in the factory complex - a green platoon and the Elefant platoon - and the town - the remainder of the green company and the veteran platoon, along with the Tiger platoon.  Church Hill is unoccupied, except by the FO whose vehicle is parked behind the church and he is stationed inside, taking advantage of the steeple.  The Recce half tracks are based in the town, the LPs are in woods 22 and 17.  The Marders occupy positions in woods 12 and 22. 

The game begins with two 152mm batteries laying down smoke in front of and prepatory artillery fire around woods12 and 13 and the third battery down across the railhead between Factory Hill and the Eastern Hill.  The Soviets begin to move on their southern axis...

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