| Fronte
Russo Scenario 47
A Costly Counterattack
By Ottavio Ricchi
with developer’s commentary from Doug McNair
The last in our series of bonus scenarios for Fronte
Russo depicts one of the last offensive actions of
CSIR in the Soviet Union. CSIR’s elite cavalry did an
excellent job of stopping the Soviet advance past the River
Don, but Italian dreams of pushing the Soviets back to the Don
were simply out of touch with reality. The battle-hardened Soviet
Guards were not the untried and outnumbered Red Army troops
of 1941, and poor coordination with German divisions in the
area doomed any CSIR counterattack to failure. This scenario
depicts a CSIR battalion’s efforts to retake a group of
hills ceded to the Soviets the previous week. The Italians outnumber
and outclass the Soviet defenders at the start of play, but
two thirds through the game the Soviets start getting reinforcements.
The Italians need to move aggressively and grab all the hills
they can as early as possible so that when the Soviet Guards
reinforcements enter the board they’ll have to dig the
Italians out from the hills. If the Italians are caught out
in the open when the Guards reinforcements arrive they’ll
have to withdraw. -- Doug McNair
Fronte Russo Scenario 47
A Costly Counterattack
1 September 1942
Having halted the Soviet offensive, General Giovanni Messe conceived
a counteroffensive intended to push the Red Army back to the
River Don. The Soviets had started digging in along their new
lines so timely action was required, and the arrival of Tridentina
Alpini Division at the front gave Messe the reinforcements he
needed to launch his plan. On September 1st two reinforced battalions
(Vestone on the left side and Val Chiesa on the right) jumped
forward. But their attack was poorly planned, with Val Chiesa’s
objective being a nearby village while Vestone’s targets
were a number of hills quite far away. Soon Vestone found itself
advancing alone. Note: This
scenario uses boards and pieces from Eastern
Front and pieces from Red
Warriors and Desert
Rats.
Game Length: 24 turns
First Turn: 0715
Other: Ignore all road hexes and the bridge.
Place Hill markers in hex 1204 on Board 3 and in hex 0409
on Board 8. All printed hill hexes plus the two hexes with
hill markers are hill hexes. Treat all town hexes as fields
and all river hexes as gullies.
TVestone Battalion, 6th Regiment,
Tridentina Alpini Division (reinforced)
Enter anywhere on the south edge:
9 x INF
2 x HMG
1 x GUAS
2 x L6/40
2 x 81mm
Leaders: 1 x MAG, 3 x CAP, 4 x
TEN,
1 x SGT, 2 x Tank Leader
Morale: 8/7
Initiative: 4
Off-board Artillery: 4 x 8
All Soviet units set up first, and units and leaders
that don’t set up in woods hexes may begin Dug In. Elements,
38th Regiment,
35th Guards Division
All units and leaders are Guards.
Set up on Board 3, anywhere north of the gully:
2 x INF
1 x HMG
Set up on the hill on Board 4:
2 x INF
1 x HMG
Set up in the field on Board 4:
2 x 81mm
Leaders: 1 x CAPT, 2 x LT
Elements, 610th Regiment, 203rd Infantry
Division, RKKA
All units and leaders are RKKA
Set up hidden (16.6), anywhere on Board 8:
1 x HMG
1 x 45mm
2 x ATR
Leaders: 1 x LT, 1 x SGT
Set up in or adjacent to any hill hexes on Board 2:
4 x INF
2 x 76.2mm
Leaders: 1 x CAPT, 1 x LT, 1 x KOM
Reinforcements
The Soviet player rolls two dice at the start of each turn
beginning with Turn 15. Add one to the result on Turn 16,
two on Turn 17, etc. On the first modified result of 9 or
greater the following enter anywhere on the north edge that
turn (stop rolling after they enter):
3 x INF (RKKA)
1 x HMG (RKKA)
Leaders: 1 x CAPT, 1 x LT (both RKKA)
The Soviet player rolls another two dice at the start of
each turn beginning with Turn 15. Add one to the result on
Turn 16, two on Turn 17, etc. On the first modified result
of 11 or more the following enter anywhere on the east edge
of Board 8 that turn (stop rolling after they enter):
6 x INF (Guards)
2 x HMG (Guards)
Leaders: 1x MAJ, 1 x LT (all Guards)
Morale: Guards 8/6, RKKA 7/6
Initiative: 2
Off-board Artillery: 3 x 12
Special Rules
1. Italian initiative level is lowered by one for every four
steps eliminated.
2. The Soviet initiative level is lowered by one for every
three steps eliminated.
Victory Conditions
Players score victory points as follows:
Italian
- One VP for each Soviet step eliminated.
- Three VPs for each hill hex on Board 3 and/or 8 under
Italian control at the end of play.
Soviet
- One VP for each Italian step eliminated (tanks count
double).
- One VP for each hill hex on Board 3 and/or 8 under Soviet
control at the end of play.
A player who scores three to six more VPs than his or her
opponent scores a Minor Victory, and a player who scores seven
or more VPs than his or her opponent scores a Major Victory.
Any other result is a draw.
Conclusion
Vestone Battalion attacked aggressively, even though the light
tanks sent with them had trouble in the roadless terrain.
They conquered all their objectives, but at a high cost. General
Messe was about to order a general offensive when he learned
that the planned flanking attack by 22nd Panzer Division,
which had been previously confirmed by a German liaison officer,
had not yet occurred. This explained the increasing Soviet
resistance met by the Alpini from the front and (more dangerously)
from the right flank. Sadly, Messe had to order a retreat
back to initial positions, and Vestone Battalion retired in
good order.
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