92nd Naval in Stalingrad – A Crossfire Scenario

A Crossfire scenario featuring the Soviet 92nd Naval Infantry Brigade as they enter the fray in Stalingrad. See also my Battle Report.


Historical Situation

Setting: Stalingrad, USSR; 17 Sep 1942

The 92nd Naval Infantry Brigade – subsequently described as “Sea Devils” by their enemy – were ferried over the Volga into Stalingrad during the night of 16-17 Sep 1942 (Chuikov, 1963; Clark, 1965). The 92nd was basically up to strength. The sailors took up position along the railway line to the south of 13th Guards and some men were sent to reinforce the 35th Guards Rifle Division (Dubyanski) south of the Tsaritsa gully. During 17 Sep the 92nd Naval Infantry Brigade was involved in fierce fighting.

This scenario very nominally represents the first days fighting of the 92nd Naval Infantry Brigade in the centre of Stalingrad. There isn’t much background detail to this, just the name of the unit and the general location in Stalingrad. In reality the scenario is an excuse to field lots of buildings on my 4’x3′ urban table plus my new Naval Infantry.

See the Stalingrad page for the full history of the campaign. And I have more details on Soviet Naval Infantry as well.


Map/Terrain

Table 92nd Naval

Table 92nd Naval

Key features are:

  • 3’x4′ table.
  • Buildings, lots of them.
  • Russian Snipers can deploy east of line G-G.
  • Other Russians deploy east of the line R-R.
  • Germans deploy west of line G-G.
  • All adjacent building sectors count as being part of a building complex.
  • Some Russian nominated building sectors count as bunkers.
  • The Russians can block some roads with rubble.
  • The numbers represent the number of victory points (VP) awarded for capture of that building complex.

Pre-game preparation

Before the game starts:

  1. Russians roll for number of snipers.
  2. Russians block two streets with rubble (rough ground).
  3. Russians secretly designate 3 building sectors as bunkers.
  4. Russians deploy hidden.

Soviet Player (Defending)

Objective

Defend the city and prevent German advance to the east.

Forces Available

Elements of the 92nd Naval Infantry Brigade

Soviet Order of Battle
Elements of the 92nd Naval Infantry Brigade

  • 1d3 Snipers
  • 1 x FO for off-table 76 mm Field Gun (12 FM)
  • 1 x FO for off-table 82 mm Mortar (12 FM)
  • 1 x on-table 50 mm Mortar (12 FM)
  • 2 x HMG
  • 1 x 45 mm ATG (no tow)
  • 1 x 76 mm ATG (no tow)
  • 1 x Reinforced Rifle Company
    • 1 x CC (+1) (or 2 x CC if two players)
    • 4 x Rifle Platoons: PC (+1/0), 4 x Rifle, one with ATR
  • Morale: Regular
  • Command & Control: Russian
  • 1 x Minefield
  • 3 x Bunker (2 SQ) – fortified building sectors

Russian PCs get +1 for close combat but not for rallying.

Variable orbat

If you want a little more uncertainty then the Russian player(s) can secretly change their order of battle. They can choose any of the following options:

  1. Rifles: Replace heavy weapons (2 x HMG; 1 x 45mm ATG) with a rifle platoon (PC (+1/0), 4 x Rifle, one with ATR).
  2. Tanks: Replace heavy weapons (1 x HMG; 1 x 45mm ATG; 1 x 76mm ATG) with two dug in BT-7 tanks. The tanks are immobile for the duration of the game. They placed in rubble so get cover bonus. The rubble can be those sectors placed by the Russian player pre-game or additional rubble sectors that are initially hidden from the Germans.
  3. Heavy weapons: Replace a rifle platoon (PC (+1/0), 4 x Rifle, one with ATR) with heavy weapons (2 x HMG; 1 x 45mm ATG).
  4. Reinforcements: Replace one on-table rifle platoon (PC (+1/0), 4 x Rifle, one with ATR) with two off-table reinforcement rifle platoons. The Russian player decides when to start rolling for reinforcements. The first reinforcement platoon arrives on 5+ at the start of any Russian initiative. Start rolling for the second reinforcement platoon after the first has arrived. The second reinforcement platoon also arrives on 5+ at the start of any Russian initiative.
  5. HMG: Replace two fortification elements (minefield, bunker) with an extra HMG or replace four fortification elements with two extra HMGs.

Deployment

Deploys first, hidden. Russian Snipers can deploy east of line G-G. Other on-table Russians deploy east of the line R-R.

Reinforcements

Only if chose the “reinforcement” option in the variable orbat.


German Player (Attacking)

Begins scenario with initiative.

Objective

Advance east, taking buildings as you go, without taking too many losses.

Forces Available

The Germans have a leg infantry battalion with tank support. Only two rifle companies are on table at the start of the game; the other rifle company is retained off-table as a reserve / reinforcement.

German Order of Battle – Initial

  • 1 x FO for off table 7.5 cm Field gun (12 FM)
  • 1 x FO for off table 8 cm Mortar (12 FM)
  • 2 x Rifle Companies
    • 1 x CC (+2)
    • 2 x HMG
    • 1 x on-table 50 mm Mortar (12 FM)
    • 1 x Rifle Platoon: PC (+2), 2 x Rifle
    • 2 x Rifle Platoon: PC (+1), 3 x Rifle
  • Morale: Regular
  • Command & Control: Independent / British / Commonwealth (i.e. Not German)
  • 2 x AFVs

Deployment

Deploys second, west of line G-G.

Reinforcements

The third company in the battalion is retained off table as reinforcements. The German player must roll to bring each platoon on table. A platoon arrives on a 4+ on 1d6, but failure means the German player loses initiative. Attached HMG arrive with their platoon. The CC, unattached HMG and 50 mm Mortar can arrive with any platoon.

German Order of Battle – Reinforcements

  • 1 x Rifle Company
    • 1 x CC (+2)
    • 2 x HMG
    • 1 x on- table 50 mm Mortar (12 FM)
    • 1 x Rifle Platoon: PC (+2), 2 x Rifle
    • 2 x Rifle Platoon: PC (+1), 3 x Rifle
  • Morale: Regular
  • Command & Control: Independent / British / Commonwealth (i.e. not German)

Victory Conditions

Terrain and Casualty (D) objectives

The game ends immediately:

  • If the Moving Clock reaches 1200 hours.
  • if the Germans lose 20 casualty points (CP): +1 Each lost Squad, HMG, or CC (but not PC or FO); +2 Each lost AFV

The Germans earn Victory Points (VP) at the end of the game.

  • VP are awarded for control of building complexes (the whole complex, not individual sectors). Control means the complex is uncontested, and the player either has a stand in the complex, or was the last to have a stand in a complex. Each side starts with control of those building complexes in their deployment zone (east or west of line G-G); there is one building complex that starts contested as it spans both deployment zones. The value of the complex is shown on the map, and varies from 1 to 4 VP.
  • VP are removed for losses. Subtract the CP total.
  • VP are awarded for exiting German stands off the eastern table edge, only Squad, HMG, CC or AFV. 1 VP per stand; maximum of four VP. They cannot return, but do not count as casualties.

Victory is award as per this table:

VPs Result
4 or less Decisive Russian Victory
5-8 Minor Russian Victory
9-12 Draw
13-16 Minor German Victory
17 or more Decisive German Victory

Scenario Special Rules

  • HTD Special Rule 4: The Moving Clock is in use. The Scenario begins at 0600 hours and ends 1200 hours. The clock advances 30 minutes on 5+ at the end of each defender initiative.
  • Before the game starts the Russian player gets to designate three building sectors as bunkers.
  • Direct fire HE (e.g. tanks) firing at stands in buildings do not suffer the -1d6 for protective cover. They do, however, suffer the 6 to hit penalty for bunkers.
  • All building sectors are impassable to vehicles.
  • All adjacent building sectors count as being part of a building complex. Remember that movement between adjacent building sectors within a building complex never attracts reactive fire.
  • Russians can block two streets with rubble before play starts. Each rubble section is a rough ground feature approximately 3″ x 3″, i.e. enough to block a road. Each must be placed next to a building sector as it is assumed the building was partially demolished to produce the rubble.
  • HTD Special Rule 5: Bogging down is in use. Tanks bog down in rough ground (i.e. the demolished buildings) on 4- on 1d6. They unbog on 5+, becoming permanently mired on 1.
  • This scenario was invented with four players in mind. Use the Planned Operational Zones to run it with two players per side.

Weapon stats

I’ve included stats for a variety of German vehicles to allow whatever people might have. As it happens I’ve got Pz III Gs.

Type When ARM ACC PEN MG HE/EFF Smoke HD Spd CC Comment
Anti-Tank Rifle -1 -3 0
Pz III G Apr40-43 2/1 0 -2 4 4/1 Y 2 +3 normally have a 2/1 HE/EFF, which is pretty puny compared to the contemporary alternatives. So in the interests of a good game I’ve upped the HE/EFF to 4/1
StuG III D-E 41 3/2 0 -2 0 4/2 N 2 +2
StuG III F-G Mar42-EW 4/2 0 +1 4 4/2 N 2 +2
Pz IV D-E Oct39-43 3/2 0 -2 4 4/2 Y 2 +3
Pz IV F (F1) Apr41-mid43 3/2 0 0 4 4/2 Y 2 +3
45mm ATG +1 -1 2/1 1 -2
76.2mm Field Gun (76/41) +1 0 4/2 3 0.5 -2 Divisional Gun used as ATG
BT-7 37-41 2/1 0 -2 4 4/1 Y 0 +3 normally have a 2/1 HE/EFF, which is pretty puny compared to the contemporary alternatives. So in the interests of a good game I’ve upped the HE/EFF to 4/1. I’ve also improved accuracy given it is an immobile firing platform.

Notes

  • The Russians sailors could have been made Veteran to reflect the higher than usual élan of these troops, but that would have made for a game that was too big.
  • Used my Generic Building Sectors.
  • See the Stalingrad page for the full history of the campaign.
  • I have more details on Soviet Naval Infantry as well.

References

Chuikov, V. I. (1963). The Beginning of the Road: The story for the Battle for Stalingrad. Macgibbon and Kee.

Clark, A. (1965). Barbarossa. Cassell.

Leave a Reply