NIGHT BATTLE AT NOROMARYEVKA
A SCENARIO FOR CROSS OF IRON
AFTER ACTION REPORT
HISTORICAL OVERVIEW
Only eleven days ago Bäke and his 11th Panzer Regiment secured the bridge spanning the Mishkova at Vasilevska. It was only forty-eight kilometers (thirty miles) from Stalingrad, the closest their efforts would take them. They waited for the Sixth Army but they never came; now spent and unable to summon the strength to cover the distance. On 23 December, with an entire Guards army between them, the bridgehead was abandoned.
One day later, the Soviets overran the airfield at Tatsinskaya and the Sixth Panzer Division was sent to restore the situation. On 24 December they arrived at Morosovskaya (Morozovsk), as the Soviet 25th Tank Corps of the 1st Guards Army sought to take the supply town. Over the next week they battled for the town and airfield, always outnumbered and continually fighting. On New Year’s Eve night, elements of the Soviet 25th Tank Corps pushed into Novo Marjevka, Bäke’s command post. Heavy fighting took place through the next day, leaving the 25th smashed and earning Bäke the Knight’s Cross.
Tatsinskaya resumed flights into the Stalingrad kessel with the Sixth Panzer Division’s success. However, only days later the air units were pulled back to Novocherkassk to reduce losses and the Sixth Panzer Division moved onto Operation Schneeball (Snowball). Rostov remained out of Soviet reach…for now.
REFERENCES
Noromaryevka Geocode: 48.390584, 41.520494, Map 1 and Map 2
Franz Kurowski, Panzer Aces, The Battle of Morosovskaya (a.k.a. Morozovsk). This scenario at Noromaryevka was part of the battle.
Operation Little Saturn. Wikipedia. A Soviet operation that pulled German forces from the Stalingrad relief effort, captured the airfield at Tatsinskaya and threatened Rostov.
https://en.wikipedia.org/wiki/Operation_Little_Saturn#First_stage:_December_1942
Raid on Tatsinskaya. Wikipedia. https://en.wikipedia.org/wiki/Raid_on_Tatsinskaya.
Franz Bäke. Wikipedia. https://en.wikipedia.org/wiki/Franz_B%C3%A4ke
The journey of 11th Panzer Regiment to relieve Stalingrad, its withdrawal and action at Noromaryevka on Google Maps.
AFTER ACTION REPORT
The Russian player wins by being the last side to have solely occupied with an unbroken unit all of the stone buildings on board 3. Night rules (49) are in effect. The Scenario card.
Eight Turns, Germans sets up first and Russian moves first.
GAME TURN ONE
Night Rule #1
The Night Visibility Range is the inclusive number of hexes away from an observer that moving units can be seen (barring LOS obstacles) for the balance of that game turn.
The most important word here is ‘moving’, effectively limiting sight to only moving targets in that player turn’s defensive fire phase.
German setup
I position my units to cover the entrances to town and place my armor on the hill for Armor Height Advantage.
Russian Turn One Comments
In this turn, the NVR is only 5 hexes. This means that the Russians have timed their advance on the village well to coincide with the moon going behind a cloud. They break into two columns to move into position on the west and north side of the village. Their first objective is to maintain concealment for as long as they can. If they are lucky they can make their first assaults while the Germans are shooting at “shadows”.
Once at the village, the Russians gain a lot of information on the deployments of the German positions. This was accomplished by blundering into some German fire, surviving that fire, and looking at the German moves in GT1. The goal now is to expose the German positions with starshells and at the same time attack in concealment for RT2.
German Turn One Comments
The German has no enemy units in NVR and LOS and cannot place Starshells. I move a PzKw IV to meet the advancing T34s.
GAME TURN TWO
Night Rule #2
Generally vehicles cannot conceal unless Hidden Initial Placement is in play, and then only at the start of a scenario. It merely allows them to set-up without being spotted (42.7). Night Rules don’t change this but SSR 105.2 allows all units to start or enter concealed. In our game, vehicles follow night concealment rules 49.3 and 49.4. However, an illuminated hex follows 42.7 and concealment is lost if not in the start hex. Since vehicle concealment is only allowed at start by SSR 105.2, once it was lost then it could not be regained.
Russian Turn Two Comments
In this turn it was easy to pick out the two decoy tanks. The Russians fired a starshell to illuminate the German defenders and flanked them on a darkened road. Once in position, the German tank was destroyed with a rear shot. The resulting defensive fire, wreck fire and German starshells revealed all of the Russians in the assault column. The jig is up! The Russians manage to land a squad on the ground floor of the two story building as well. The Germans pull back to a better position.
German Turn Two Comments
Too many Russian tanks to the south so the infantry retreats north to form a hedgehog, leaving behind a wreck. A PzKw IV repositions to Hill 534 to better cover the town. Sometimes a Panzerfaust’s best use is deterrence, and maybe that earns them a little stand-off distance from the T-34s. It's a little unnerving to see all the Russian squad running toward me under cover of night.
GAME TURN THREE
Night Rule # 3
A Leader may place a Starshell with an enemy unit in NVR and LOS. However, he is free to place it anywhere in a five hex radius, even if it does not illuminate the unit in NVR.
Russian Turn Three Comments
The Russians must avoid being picked off by the armor on the hill and making piecemeal attacks on the German hedgehog. After the Germans repositioned in Turn 2, I decided to take what was given. Russian infantry moved into the center of the village and moved more infantry to the two story building. At the same time, the best armor units move to the top of the adjacent hill to counter the height advantage that German armor has.
In the German half of the turn, both sides were very close to each other. Numerous starshells went up illuminating the whole village. Everyone let the lead fly… By the end of Turn 3, Russian and German squads were broken. The armor was still firing at each other. Neither side had been badly wounded.
German Turn Three Comments
I can only emphasize the significance of the Russian move. Monty maneuvered the Russian armor into an advantageous position outside of NVR. Once they were in position, he then used Night Rule #3 to illuminate the German armor. The Germans found themselves outnumbered, illuminated and without Height Advantage. Most importantly, the Russians will fire first in this tank engagement, usually a significant advantage enjoyed by the defense.
“Knowing how to take advantage of a bright moon and available cloud cover became an important weapon in every SQUAD LEADERS’s battle to survive.” -- John Hill
CROSS OF IRON’s way of telling the German that he made a bad decision...
GAME TURN FOUR
Night Rule # 4
Firing at gun flashes beyond the Night Visibility Range is halved as AREA Fire (49.2). Ordnance incurres a +2 TO HIT and a halving of fire power (34.5).
Russian Turn 4 Comments
The tank duel on the hill pays off for the Russians as the armor leader is destroyed. The second panzer reverses and moves into a new position to throw off the Russians. At the village center two Russian tanks follow the Germans into the woods and building. One Russian tank is immobilized and the German withdraw northward to get away from the tanks. Casualties are mounting for the Russians and are threatening their advance.
German Turn 4 Comments
Now that the Russian tanks outnumber me five to two, I expect the Russians will shift their armor to attacking the German infantry in the center of town. I shift the German armor to support the infantry holding the town as much as possible. Cresting allows the Bow MG to fire at a lower level and every firepower factor helps.
GAME TURN FIVE
Night Rule # Five
Can broken units remain adjacent to an enemy? No, the Night Rules do not modify 13.2 and broken units must rout away or be eliminated. This prevents enemy infantry from advancing into Close Combat with a broken unit.
Russian Comments
The Russians move to fire point blank on the upstairs of the two story building and it pays off with two squads broken. That target is on the verge of falling into their hands. Another Russian tank is immobilized in the open adjacent to a German position. It was trying to squeeze the Germans back into a smaller perimeter in the village center. The few Russian squads left are preparing to follow the armor into a final rush on the last German position. The Russians have been methodical. I have passed up a couple of opportunities to make a headlong rush and may pay the price for it.
German Comments
The German armor seeks valor at a later turn and reverses out of the illuminated hexes and NVR into darkness, rendering the Russian three to one advantage moot for the time being. The Russian is short on infantry but his armor is pressuring the town center. His Starshells illuminate them so there is no hiding, they can only hunker down. The loss of 3N1 frees up Russian forces.
GAME TURN SIX
Night Rule # Six
A unit that Advances next to an enemy unit is not visible unless illuminated by a Starshell. A moving unit in NVR is only seen for that player turn (49.1, 49.11). Unless the hex was illuminated by a Starshell or the location was given away by gunflashes (49.3), an adjacent enemy unit could not prep fire against them.
Russian Comments
The Russians armor moves on to press the center of the village. Guards squads clumsily take the two story building and cut down the remaining Germans there. Armor moves into position and breaks the infantry hiding in the woods. The immobilized tank on the Russian right throws back a first counter attack from the woods and then pivots to take on the German engaging armor on the hill. Another counter attack is coming from his left. I have been taking what has been left by the Germans and being patient. There is a little time left now.
German Comments
Germans prep fire and break some guys but there are too many left. The tank on the hill advances to make his stand. The last two good order squads advance adjacent to the T34, hoping it’s destruction will give them some breathing room. The plan is to hide until they can defensive fire the fausts at the T-34. It could only see them if illuminated by a Starshell, so they need a low NVR roll next turn - it was eleven and the bright moonlight glistened off their helmets and panzerfausts, attracting a Russian Starshell overhead and illuminating them to the adjacent T-34.
GAME TURN SEVEN
Night Rule # Seven
What is a “known enemy unit” for Rout purposes (13.41)? Any unconcealed enemy unit that 1) moved, 2) occupies a location given away by gunflashes, 3) occupies an illuminated hex, that is within the LOS and NVR of the unit attempting to rout.
Russian Comments
All of the dancing around each other is over and now the Russian infantry shoulders into the woods where the Germans make their final stand. With NVR=11 and plenty of starshells, there is no place to hide. The Germans take their revenge by destroying two T-34s at close range. The return fire breaks all the remaining German infantry. The survivors are cut down with no safe place to rout to. In a final move, two German panzers attempt to retake one of the stone buildings. One is destroyed as they roll off the hill. That crew is broken as they exit their wreck. The end is near and the game is over.
German Comments
The Russians moved a squad in LOS and NVR of broken German units, preventing them from moving closer and ensuring their elimination for failure to rout. The death of the PzKw IV was the last straw, the remaining single tank wasn’t enough to take the 3O5 stone building and the Germans conceded.
AFTERMATH
Russian Comments
In this scenario, the Russian must cover as much distance as he can outside the NVR while still maintaining concealment. A mounted assault can also be made by moving his tanks quickly to the village with infantry riders. Everyone must hold onto their concealment counters as long as possible. Watch the German armor closely for any clues as to which tanks are the decoys.
Once at the village, the Russian leaders must make visual contact with enemy units to fire starshells. Use the German decoy tanks as ‘enemy units’ to allow the Russian leaders to fire starshells safely. In the next rally phase, fire the starshells just beyond the German units to illuminate their positions, but not the Russian positions. This will keep the Germans firing at shadows while the Russians are shooting at illuminated positions. Try to move adjacent to the Germans in the advance phases so they cannot fire during the prep fire phase. At the very least, this will force the Germans to react with their starshells to illuminate the threat.
There is plenty of time in this scenario. Do not feel pressured to make a foolish Russian frontal assault. Look for advantages in each turn by using the darkness to put the Germans at a disadvantage during the fire phases. This scenario can be very close. A few bad rolls and the Russians will be in a bad way.
Thanks to Scott for a great game.
German Comments
The German setup should strongly consider the placement of Starshells. The ability to illuminate the Russians consistently and early are key to success. Occupation of the 3N1 building denies a multi-level building to the Russians and their Starshells. However, it is far back and often out of NVR during the early game, preventing Starshell placement and limiting it’s value.
I would consider positioning two PzKw IVs on Hill 534 and two PzKw IVs on Hill 547 to benefit from Hull Down status, the Height To Kill Modifier and gun range advantage. They can cover the town when coordinated with Leaders placing Starshells and maximize the advantages of German armor. The panzerfausts should cover the blindspots on the west side of town. Hunker down and hope for a bright moon to see the Russians coming.
Thanks to Monty for a great game too.
SUPPLEMENTAL NIGHT RULE QUESTIONS
Monty and I tried to kick around the Night Rules and look for holes in them. We based our interpretations on the written rule and Q&A, with no quarter for reality arguments. Most of the time we found the answer by strictly applying the rules. Probably the biggest omission was routing and what makes a ‘known enemy unit’ at night. The trouble is the Night Rules are only a column of text and they hang on the other rules. We needed to consider the rules taken as a whole to make them work. Still, the Night Rules work pretty well considering their brevity.
Feel free to take a look at our questions and the reasoning behind our answers. Then decide for yourself how it should be played.
Resource: Night Rule Q&A document, based on a 1997 discussion on the SL List.
QUESTION ONE
Question
Can smoke be used at night?
Rules
Night rules (49) are silent about smoke.
Tank/SPG may fire smoke using the Infantry in Other Target Type (41.3).
Units may fire only if target hex in both LOS and NVR (49.1)
NVR is the inclusive hexes away that a moving target may be seen (49.11).
Burning wrecks cause a Smoke DRM, no exception for Night (67.1).
A Leader may call for an IR anywhere in NVR and LOS (148.71).
Comments:
A burning wreck has a DRM (no exception) thus smoke is effective at Night.
No rule restricts use of smoke at night.
Smoke from 838s and Dischargers don't need LOS and accordingly are not limited by NVR.
Generally, placing smoke requires LOS to the target. Night requires LOS and NVR; however, NVR applies only to a moving target. This may limit ordnance placing smoke to an illuminated hex.
However, LOS maybe LOS should be consistent with 148.71 - if a leader can place an AR/SR in LOS and NVR, should a smoke round follow the same requirements?
Answer (proposed)
Smoke may be placed at night, ordnance requires an illuminated target hex.
QUESTION TWO
Question
Do vehicles in woods/buildings lose concealment under a Starshell? (This is question specific to scenario 105)
Rules
All units may start or enter the game concealed (SSR 105.2).
Vehicles may start a game concealed in woods or buildings, only when HIP is in play. Vehicles may be concealed only at start of scenario. HIP merely allows setup without being spotting (42.7).
Concealment counters not removed for adjacent units. They remain in effect during the first phase of Close Combat (49.3).
A concealment counter is removed if units fires or moves into illuminated hex in LOS of unbroken unit. Mere movement at night does not remove concealment counters (49.4).
Q&A 25.4 & 49.7 Does a concealed unit illuminated by a starshell lose its concealment counter? A. Yes - if it is in the LOS of an enemy unit which could see it in a daylight scenario, i.e., in an open ground hex where it wouldn’t be entitled to concealment. Note that under the Bypass Movement rules a concealment counter is not automatically lost to an adjacent unit thus a concealed unit in woods or buildings would not automatically lose its concealment. {COD-104}(106.6)"
"49.4 According to 49.4, units lose “?” markers only when they “move” into illuminated hexes. Does this mean if the unit didn’t move or fire and it was in the illuminated hex it would remain concealed? A. Yes - unless fired on, resulting in a M result [or better]. {OAF}"
Vehicles can grow concealment provided they occupy a woods or building hex and were not within the LOS of any enemy unit on or since the turn they entered that hex. No move (incl pivot, change CA), fire, etc in turn it gains concealment (117.4).
Comments:
Generally, vehicles can not be concealed except when HIP is in play (42.7) and then only in the start hex. This merely allows them to set up without being spotted. Scenario 105 allows vehicles to enter concealed with SSR 105.2.
42.7 limits vehicle concealment to the start-up hex. No other rules or SSR address loss of vehicle concealment. 42.7 should apply to Night Rules too.
When a vehicle is in an illuminated, non-start hex then concealment is lost immediately.
Answer (Proposed)
Yes, immediately upon illumination (Exception: vehicles start-hex).
QUESTION THREE
Question
How is an AR or SR placed when Night Rules are in play?
Rules
Does the Artillery Request have to be placed within the night visibility range? Also, does the blue spotting round have to be within night visibility range? A. Yes to both. {OAF}
A leader with radio contact to, or in, the same hex with or adjacent to ordnance capable of firing an IR may call for an IR anywhere within his NVR and normal LOS. (148.7)
Answer (Proposed)
Placed within LOS and NVR.
QUESTION FOUR
Question
Are the German decoy tanks considered enemy units for the Russians? (The question is specific to scenario 105)
Rules
SSR105.3 says that the decoy tanks are used to decoy the Russians. They cannot be manned by either side.
Comments
This would allow Russian leaders to place a starshell based on being in LOS and NVR of those decoys, believing they are enemy units.
Answer (Proposed)
They are considered enemy units until 1) all four non-decoy tanks take some action (move, fire, destroyed) or the German player places an Abandoned counter on them.
QUESTION FIVE
Question
Does an adjacent enemy unit in a woods or building lose concealment immediately when illuminated by a Starshell?
Rules
25.4 Concealment removed when adjacent to enemy infantry unit at end of DFPh or APh
49.3 '...concealment counters are not removed due to the presence of adjacent enemy units...'
49.4 '..concealment counters are removed if a unit under the ? fires or moves into an illuminated hex in the LOS of an enemy unit...'
Q&A 25.4 & 49.7 Does a concealed unit illuminated by a starshell lose its concealment counter? A. Yes - if it is in the LOS of an enemy unit which could see it in a daylight scenario, i.e., in an open ground hex where it wouldn’t be entitled to concealment. Note that under the Bypass Movement rules a concealment counter is not automatically lost to an adjacent unit thus a concealed unit in woods or buildings would not automatically lose its concealment. {COD-104}(106.6)"
"49.4 According to 49.4, units lose “?” markers only when they “move” into illuminated hexes. Does this mean if the unit didn’t move or fire and it was in the illuminated hex it would remain concealed? A. Yes - unless fired on, resulting in a M result [or better]. {OAF}"
Comments:
Q&A 25.4 & 49.7 clarify that concealment is lost if ‘it wouldn’t be entitled to concealment’. An adjacent enemy unit would not be entitled to concealment like one in open ground.
Restating the bolded text in Q&A 25.4 & 49.7 then "Prior to 106.6 a concealment counter is automatically lost to an adjacent unit thus a concealed unit in woods or building would automatically lose concealment."
Answer (Proposed - undecided):
Yes, it is immediately lost.
No, it is only removed at the end of DFPh or AdPh.
QUESTION SIX
Question:
What is a ‘known enemy unit’ for Rout purposes (13.41)?
Rules:
A routing unit may not move toward known enemy positions. Concealed units are not known enemy positions (13.41, Q&A).
A routing unit may not cross open ground in both the LOS and normal range of any unbroken enemy units (13.42).
Units may fire only if the target hex is in both the LOS and NVR for that player turn (49.1).
At Night routing units may cross open ground in the LOS of enemy units unless illuminated by a Starshell (49.8)
Comments:
Night Rules have four conditions that may cause an enemy unit to be known 1) moving in NVR, 2) gun flashes and 3) an enemy unit routed into a hex in LOS and NVR (they expend MF and are ‘moving’ for that player turn) 4) illuminated.
Moving in NVR - Yes, enemy units that move in the LOS and NVR of the broken unit, unless Concealed. (monty and I agree).
Scott feels Gun flashes are not known enemy units since the unit is not seen, gunflashes only give away its location, making them suspected enemy units. Additionally, units may break or move/advance out of the location, causing an unoccupied hex to deny rout.
Monty feels Gun flashs should deny rout because they give away the enemy units position.
Routing in NVR - Yes, enemy units that rout in the LOS and NVR of the broken unit, unless Concealed. (monty and I agree).
A broken unit that did not move or fire may not remain adjacent to an enemy unit. It is eliminated if unable to rout away.
Maybe KISS should be applied - Keep It Simple Stupid. These Q&A would complicate routing and the Night Rules don’t define known enemy units for rout purposes. Maybe say only illuminated enemy units are known for rout purposes. That is more playable.
Answer
Any unconcealed enemy unit that 1) moved, 2) occupies a location given away by gunflashes, 3) occupies an illuminated hex, that is within the LOS and NVR of the unit attempting to rout.
QUESTION SEVEN
Question:
A unit advances into an illuminated hex in the LOS of an enemy unit. If not illuminated in the following Prep Fire Phase, may the adjacent enemy unit fire at it?
Rules
…within the Night Visibility Range of the firer for that player turn. (Exc: 49.2, 49.7).
Comments
LOS to a moving unit in NVR lasts only a player turn. LOS to an advancing unit in NVR ends with that player turn.
Night Rules restrict fire to 1) moving in NVR, 2) Gun flashes, and 3) an illuminated hex.
A unit that was not subject to one of the three could not be fired upon by an adjacent enemy unit.
Answer (Proposed)
No, it is neither moving, fired (gun flashes) or illuminated.
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