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Rude Awakening MTO (id:#60762)
(ASL 11 - Doomed Battalions (3rd Edition) ID: 47)   [next]   [previous]
Prior Publication: Last Hurrah
See Also: Rude Awakening by Multi-Man Publishing A Rude Awakening by Critical Hit Rude Awakening by Critical Hit Rude Awakening by Multi-Man Publishing
Alibunara, Yugoslavia 1941-04-09 (4 others)
47: Rude Awakening (ASL 6 - The Last Hurrah (2nd Edition))
PBP 22: Morire in Belleza (Aussie '98 Pack)
FE 5: Beyond the Call of Duty (Fanatic Pack 1)
47: Rude Awakening (ASL 11a - Doomed Battalions (4th Edition))
Designer: Unknown
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
GermanYugoslavian
50%

Overview:

At the time of the invasion on 6 April, the Yugoslavian Army was in the midst of mobilization; only eleven divisions were ready to face the thirty German, fourteen Italian and five Hungarian divisions that plunged into their country. Confusion and despair among the defenders of this land of poor communications and divided politics were endemic. German columns often tore through enemy reserve units that were still attempting to organize, scattering them before they formed. Once such instance occurred at Alibunara, where the 5th Mounted Regiment had been ordered to protect this mobilization center for two regimental headquarters. Just before noon, a German column was spotted on the road east of the village. Unhappily for the Yugoslavs, it was the vanguard of the 8th Panzer Division, with the 8th Motorcycle Regiment and 59th Recon Battalion in the lead. While most of the arriving inductees fled into the hills, and as the dismounted elements of the cavalry regiment took up hasty positions in the buildings, one squadron launched a heroic, hopeless charge to gain time.
Attacker: German (Kraftradschützen Regiment 8 / Aufklärungsbataillon 59 / Panzer Regiment 10)
Defender: Yugoslavian (5th Cavalry Regiment / 3rd ("Dunavska") Infantry Division)  
7 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:8.0 D:32.0
AFVs: A:8
PSW 231(8 rad)
PSW 222 x 2
PzKpfw 38(t) A x 5
Motorcycle x 6
Motorcycle w/Sidecar x 2

AFVs: D:0
Horse x 10

Guns: A:0 D:0

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: D: Green Units may not mount/ride Horses
Map Board(s):
2 3 11 Show/hide map dependencies
PublicationBoard
ASL 1 - Beyond Valor (3rd Edition)2
ASL 1 - Beyond Valor (3rd Edition)3
ASL 6 - The Last Hurrah (2nd Edition)11
ASL 11 - Doomed Battalions (3rd Edition)11
ASL 11a - Doomed Battalions (4th Edition)11
Overlays: NONE
Errata (source)
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Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2020-07-29(A) Paul Works vs Dan Best German winThe combined ROAR and Archive record has this with a total record of 25 Yugoslavian - 8 German, indicating the challenge facing the Germans in this scenario (albeit some may be duplicates). The Germans must likely get all their vehicles exited, plus several EVP of infantry - unless they can kill a lot of Yugoslavian troops. As the Germans - looking at the maps - it seemed like an assault on the "open" side of Board 3 would be best. This side is dominated by hills 522 and 498, with a substantial amount of open ground, but does not force the German infantry and armor to fight through a ton of buildings. Sixteen Green Yugoslavian squads in the village can be expected to get more than a few Street Fighting attacks via tanks and probably get a few kills/immobilizations; this not counting any Elite squads in the village. So, around the edge of the village for me. Sent two of my ACs to interdict movement in the center of the village for a few turns; the third AC sped around to try to get some SD smoke to cover the Motorcycle troops. On turn 2, the latter reached the small clump of two buildings near the number on Board 11. On turn 3, the two OT ACs moved to try to cover the cycle troops with SDs; they both gacked that, but only two squads broke on their dash to the woods just over the edge onto Board 3. Had to dismount at this point, too dangerous to bail out. One AC broke/pinned the Yugo stack in hex Y8 on Board 3 and my tanks rushed up to finish of that stack - eliminating them all for failure to rout. On turn 5, I was able to get two SD smokes (good timing!) to cover my infantry rushing across the last bit of real open ground. I was able to kill two more squads for failure to rout; one broke from a desperate Sustained Fire shot from one AC. At the end of turn 5, I had three tanks and one AC covering the Y1 exit hex and surrounding hexes. Additionally, one OT AC was on the top of hill 498 to interdict the road and hexes leading toward the Y1 exit area. I had four squads near tha exit area and had killed six Yugo squads and a 9-1 leader. Quite a few Yugo squads were still a turn away from covering the Y1 exit hex. Dan conceded at this point. I think he still had a reasonable chance of taking out (by luck, hook, and crook) one of my vehicles as they tried to exit - just by packing the nearby exit hexes with several Yugoslavian squads each. This tactic would have also probably have stopped my infantry (cannot move through un-disrupted enemy units...), but such a tactic would likely have resulted in several more Yugo squads KIA'd - enough to allow just exiting the German vehicles to win. So, with Dan conceding, we called the game with a German win. Very tough for the Germans. Any future scenario revision should expand the exit area by 3-5 hexes on both sides (e.g., to perhaps hex CC1 from Y1); that simple change would get this one much more balanced.
2018-06-18(D) Will Willow vs Fred Schwarz Yugoslavian winVASL
View all or balance report
ActionDate
Hutch Modified the gps location2024-09-06 17:29:56
Hutch Modified the unit counts2024-08-07 21:36:16
Hutch Modified the Attacker's AFVs2024-08-07 21:36:16
Hutch Modified the unit counts2024-08-07 21:35:44
Hutch Modified the Attacker's AFVs2024-08-07 21:35:44
FileDescriptionUserViews
(germ-yugo sm.png)Imagehoxson11093
Originally uploaded by morrigu (asl047.gif)Map Imagehipsu1273
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Statistics:
Avg Rating: 6.00Votes: 2
Views: 4658
To-Play list count: 1
Estimated Play time: 8.7 hours
Recorded Games: 2
Archive recorded plays:
German1
Yugoslavian1
Drawn:0

ROAR Data: (as of today)
Rude Awakening
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[A] British 0
[D] German 0
All Rights Reserved. (c)2022 Dave Ramsey.