Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Invasion of Germany

Invasion of Germany boxcover
AP Series Panzer Grenadier
Designers Bennighof,
Perryman,
McNair
Game Type Expansion
Format Book
Release Date 2011-09
Availability Out of Print
Scenarios 50
Counters 0
Maps 0
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Overall Rating, 50 votes
5
4
3
2
1
3.52
Expansion Rank: 49 of 114
Popularity: Ownership & Activity
Status Owned by 11% Played by 5% AAR'd by 4% Medaled by 0%
Rank 74th of 163 63rd of 152 62nd of 150 TBD
Expansion Game Requirements & Playability
50/50 Invasion of Germany
46/50 Elsenborn Ridge
29/50 Cassino '44
23/50 Battle of the Bulge
13/50 Road to Berlin
6/50 Fall of France 1
5/50 Afrika Korps
5/50 Airborne - IE
5/50 Eastern Front
2/50 Iron Curtain
1/50 Beyond Normandy
Display
Balance:



Overall balance chart for Invasion of Germany
Total
Side 1 22
Draw 8
Side 2 13
box back

In September 1944, American troops chased the defeated Wehrmacht across the German border. There, the beaten Germans rallied behind their Siegfried Line of fortifications. Fierce fighting raged around the city of Aachen and the Roer River dams as the Americans steadily fought their way forward.

Note: Invasion of Germany was reissued in 2013 with only 48 scenarios. Scenarios 49 and 50 (clones of Siegfried Line 9 and 10) were dropped.


Display Scenario List (50)

Scenario Plays AARs Rating
01. A Bitter Irony 7 2 3.4
02. Reconnaissance in Force 1 1 4
03. Hoefen-Alzen Ridge 1 0 3
04. No Time to Lose 2 1 3
05. If Only He Could Cook! 1 0 4
06. Filling the Gaps 3 3 3.3
07. Dueling for the High Ground 1 0 3
08. Scharnhorst's Line 0 0 ---
09. Homeland Security 1 0 4
10. Restoring the Line 0 0 ---
11. The Last Bullet 1 0 4
12. Early Morning 1 1 5
13. In the Mood 3 2 4
14. On the Donnerberg 1 1 3
15. Off the Donnerberg 0 0 ---
16. A Bad Mix 0 0 ---
17. Hot Time at Übach 1 0 4
18. Charge of the Light Company 4 3 3.4
19. The 30th Rolls 0 0 ---
20. The Unflappable Colonel McDowell 0 0 ---
21. Bardenberg or Bust 0 0 ---
22. The Final Push 0 0 ---
23. Buffalos on Crucifix Hill 3 1 4.3
24. Like a Stone Wall 0 0 ---
25. Hunnish Horde 0 0 ---
26. Return to the Donnerberg 0 0 ---
27. Bad Road to Hastenrath 0 0 ---
28. Better Than Most 1 0 3
29. Tough Time at Wurselen 1 1 3
30. An Outstanding Performance 0 0 ---
31. Trouble at Puffendorf 0 0 ---
32. Sergeant Jake Lindsey 2 1 3.5
33. Not as Planned 1 1 4
34. Grasping at Straws 1 1 5
35. A Day Late 0 0 ---
36. Crocodile Rock 1 1 4
37. Lohn Town 0 0 ---
38. Making Hay 0 0 ---
39. Huchlen Town 0 0 ---
40. Like a Dose of Salts 0 0 ---
41. Bourheim Blues 1 0 4
42. Frenzerburg Castle 0 0 ---
43. Return to Frenzerburg Castle 0 0 ---
44. Mismatch at Jungersdorf 2 2 2.7
45. Indie River Blues 0 0 ---
46. In the Dark 1 0 3
47. Preventive Measures 1 1 3
48. Indie River Blues II 0 0 ---
49. Disaster at Merode 0 0 ---
50. At What Cost? 0 0 ---

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
Germany Order of Battle
Heer
  • Misc
Luftwaffe
Schutzstaffel
  • Motorized
  • Towed
United States Order of Battle
Airborne
  • Towed
Army

Display Relevant AFV Rules

AFV Rules Pertaining to this Game's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Errata (16)

16 Errata Items
Errata item for Fanghawk

The Special Rules omit the U.S. M10 from both the list of Tank Destroyers and Open-Top AFVs. It is both.

(Fanghawk on 2022 Nov 18)
Scen 18

The scenario calls for 2 M4/75 platoons that come from Elsenborn Ridge. The scenario makes no mention of needing pieces from that game.

(thomaso827 on 2016 Feb 28)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 543

The SK 7/2 appearing in 1940: Fall of France is actually a SK 6/2, but misprinted by APL. Hence it should be unarmored in that game. The SK 7/2, which appears in other games is correctly printed with an armor of 0.

(plloyd1010 on 2022 Apr 28)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 527

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(Shad on 2010 Dec 15)
Overall balance chart for 527

The standard mix of strongpoints may be downloaded from Avalanche Press:

http://www.avalanchepress.com/German_Strongpoints.php

This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games.

(plloyd1010 on 2012 Feb 01)
Overall balance chart for 527 Strongpoints are affected by the terrain in their hex just like any other unit. Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex. They may not dig in or benefit from entrenchments.
(rerathbun on 2014 Apr 21)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 51

One Wespe (ID# 1201) should have an armor value of 1 on the front and back of the counter.

(Shad on 2010 Dec 15)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display Nations (3)

Nations at War - Scenario Appearance Percentages
Germany
100%
Germany
United States
100%
United States
Britain
2%
Britain

Display Battle Types (12)


Display Conditions (7)

Errors? Omissions? Report them!
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