| Fronte
Russo Scenario 45
The Fall of Tcheboratevsky
By Ottavio Ricchi
with developer’s commentary from Doug McNair
The next in the series of bonus Fronte
Russo scenarios from Ottavio Ricchi takes place on
the sixth day of the Soviet offensive across the River Don.
In it, battered Italian infantry supported by elite cavalry
and a few Germans try to hold the Italian fallback strongpoint
at Tcheboratevsky against an attack by 38th Regiment, 14th Guards
Rifle Division. The Soviets had been repelled on the previous
day and are now attempting to infiltrate Italian lines before
dawn so they can punch through to the town of Tcheboratevsky
and beyond. Both sides score victory points for killing enemy
steps and for controlling hill and town hexes at the end of
play. The Soviets also get VPs for exiting units off the south
edge, while the Italians score VPs for keeping the Soviets from
exiting at least 20 steps off the south edge by the end of play.
The Italians have nearly equal numbers to the Soviets and
are in a strong defensive position, with lots of hill and
town terrain plus entrenchments. But the Soviets have artillery
superiority and higher average morale than the Italians, and
no Italian or German unit can move until at least one Soviet
unit has been spotted in the dark by an Axis unit or leader.
Many Italian units are also subject to the East Front Panic
rule (see Fronte Russo special rules section). So to win,
the Italians will need to use their high-morale mobile reserves
– the CAV and SCIA units of Novara Regiment - to harass
the flanks of the Soviet advance and provide spot defense
against Soviet breakthroughs. If they can slow the Soviets
enough to prevent 20 Soviet steps from exiting the south edge,
they’ll get a huge VP bump and likely win. On the other
hand, the Soviets will need to prepare their attack carefully,
moving as far south as they can in the dark before allowing
any Italians to spot them. They’ll want to send some
of their units southwest to try and cut some of the Blackshirts
off from the rest of the Axis defenders, and then send the
rest of their units in a concentrated human wave against a
weak spot in Italian lines. They’ll need to push through
and grab as many hill hexes in the center of the board as
possible before Italian cavalry arrives from the south. The
Red Army may then need to stop and dig in on the hills while
their artillery pounds the cavalry, and once they’ve
disrupted a decent amount of cavalry they can resume their
march south to take the towns and get enough units off the
south edge to win.
-- Doug McNair
Fronte Russo Scenario 45
The Fall of Tcheboratevsky
25 August 1942
The Tcheboratesvsky strong point was much more vulnerable than
Jagodny. It was out on the edge of the Italian army’s
deployment and defended by about 1000 men, only a fraction of
whom were reliable (the by-now depleted Blackshirt brigade).
The Italians had successfully repulsed Soviet attacks on the
24th of August, but CSIR command remained concerned enough about
the position that they ordered Novara Cavalry Regiment to move
to the sector that night as a reserve. The Soviets attacked
again before sunrise, just as Novara was arriving. The Guards
had the task of taking the strongpoint, and after an intense
artillery barrage the guardsmen went in. Note:
This scenario uses maps and pieces from Eastern Front
and Road to Berlin, and pieces from Edelweiss: Expanded and
Red Warriors. Only use Soviet Guards leaders from Red Warriors.
Game Length: 30 Turns
First Turn: 0230
Other: Treat the town hexes on Boards 4 and
21 as road hexes. River is minor. The larger town on Board
20 is Tcheboratevsky.
The Italian player sets up first and can place a total of
10 entrenchment counters in hexes where units set up. All
units that don’t set up in town, woods or entrenchment
hexes may begin Dug In:
Italian Units
2nd Group, Voloire Artillery
In any road hexes on Board 8:
2 x 75/27 Voloire
Leader: 1 x TEN
Remnants, 2nd Battalion, 54th Regiment, Sforzesca Division
Set up within three hexes of the hill on Board 8:
2 x INF
1 x INF (reduced)
1 x HMG
2 x 45mm
Leaders: 1 x TEN COL, 1 x TEN
Remnants, 1st and 3rd Battalions, 54th Regiment,
Sforzesca Division
Set up within three hexes of the hill on Board 4:
4 x INF
2 x INF (reduced)
2 x HMG
1 x HMG (reduced)
Leader: 1 x TEN
Set up on Board 20, within 1 hex of 1102:
2 x 81mm
2 x Truck (German)
Leader: 1 x TEN
Elements, 17th Artillery Regiment, Sforzesca Division
Set up in hexes of the larger town on Board 20:
2 x INF (reduced)
1 x HMG (reduced)
Set up within two hexes of hex 1005 on Board 20:
2 x HMG (reduced)
2 x INF (reduced)
1 x 20mm
3 x 75/32
2 x 100mm
5 x Truck (German)
Leaders: 1 x CAP, 1 x TEN; 1 x SERG
63rd Battaglione, Legione Tagliamento
Set up in any hill or road hexes on Board 21:
3 x INF (Blackshirt)
3 x INF (Blackshirt, reduced)
1 x HMG (Blackshirt)
1 x HMG (Blackshirt, reduced)
Leaders: 1 x MAG, 1 x CAP, 1 x TEN
79th Battaglione, Legione Tagliamento and 79th Battaglione,
Armi d’Accompagnamento
Set up on Board 5, anywhere on or south of the road:
3 x INF (Blackshirt)
2 x INF (Blackshirt, reduced)
1 x HMG (Blackshirt)
1 x HMG (Blackshirt, reduced)
2 x 47mm
2 x 81mm
Leaders: 1 x MAG, 1 x CAP, 2 x TEN
Novara Cavalry Regiment
Set up on Board 20, within three hexes of hex 0810:
6 x SCIA
1 x 47mm
1 x Truck (German)
Set up on Board 20, in any woods hexes west of the river:
4 x CAV
Set up on Board 15, anywhere on or south of the road:
5 x CAV
Leaders: 1 x COL, 2 x CAP, 2 x TEN (all
are cavalry leaders)
German Units
Elements, 79th Infantry Division
Set up on Board 15, in or adjacent to any woods hexes. All
units and leaders are German:
3 x RAD
1 x HMG
1 x 50 mm
2 x SPW 251
Leaders: 1 x CAPT, 1 x LT
Initiative: 3
Morale: Germans, Artillery, SCIA and CAV:
8/7, Blackshirts: 8/6; all others 7/5
Off-board Artillery: none
38th Regiment, 14th Guards
Rifle Division
Enter anywhere on the north edge. All units and leaders are
Guards (except for trucks and wagons):
27 x INF
9 x HMG
6 x SMG
2 x ENG
6 x 82mm
2 x 120mm
3 x ATR
3 x 45mm
3 x 76.2mm
3 x Truck
3 x Wagon
Leaders: 1 x MAJ, 3 x CAP, 7 x LT, 1 x KOM
Initiative: 5
Morale: 8/6
Off-board Artillery: 4 x 10, 2 x 16, 1 x
20
Special Rules
1. Italian initiative decreases by one for every 5 steps lost.
2. Soviet initiative decreases by one for every 8 steps lost.
3. The East Front Panic Rule applies to all Italian INF units
(except for Blackshirts).
4. SCIA units have a movement allowance of 3 since there is
no snow to ski on.
5. Visibility increases over time as follows:
Turns Visibility
1-8 1 hex
9-10 2 hexes
11 4 hexes
12 6 hexes
13 8 hexes
14 10 hexes
15 onward 12 hexes
6. No Italian/German unit or leader can move until at least
one Soviet unit has been spotted by any Italian/German unit
or leader. After that, all Italian/German units and leaders
can move normally, except that none of the German units that
set up on Board 15 can leave Board 15 until any Soviet combat
unit has reached the southern east-west road. Afterwards the
Germans have no movement restrictions. All Italian/German
units can fire normally at all times.
Victory Conditions
Players score victory points as follows:
Soviet
1. One VP for each Italian or German step eliminated (trucks
don’t count).
2. One VP for each Soviet step that exits the south edge by
the end of play (trucks and wagons don’t count).
3. Two VPs for each hill hex under Soviet control at the end
of play.
4. Four VPs for each town hex under Soviet control at the
end of play.
Italian
1. One VP for each Soviet step eliminated (trucks and wagons
don’t count).
2. One VP for each hill hex under Italian/German control at
the end of play.
3. Two VPs for each town hex under Italian/German control
at the end of play.
4. Twenty VPs if the Soviets fail to exit at least 20 steps
off the south edge by the end of play (trucks and wagons don’t
count).
A player who scores at least 16 more VPs than his or her
opponent scores a Major Victory, and a player who scores five
to 15 more VPs than his or her opponent scores a Minor Victory.
Any other result is a draw.
Conclusion
The Blackshirts holding the left and center offered stiff
resistance as usual, but 54th Infantry Regiment gave ground
on the right flank and eventually broke and routed. The Guards
moved south toward Tcheboratevsky (nearly capturing several
Italian artillery units and Sforzesca Division’s headquarters),
and as dawn broke the Blackshirts realized they were being
surrounded and broke contact. No help came from the adjacent
units of the 79th German Infantry Division, even though a
Soviet breakthrough in this sector would have endangered their
position. Novara Regiment, supported by Voloire artillery,
was the last obstacle between the Guards and their final target
for the day: a road in good condition that headed southward.
Novara fought a brave delaying action, and later Savoia Regiment
moved into a covering position on Novara’s right. That
was enough to halt the Soviet advance, for the moment. The
final Soviet breakthrough attempt in the sector would be made
two days later.
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