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
Errors? Omissions? Report them!
Târgu Frumos: The Second Battle Scenario 10: The Lion's in Town
Broken Axis #21
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Division
Germany Grossdeutschland Fusilier Regiment
Soviet Union 53rd Rifle Division
Soviet Union 9th "Bobriusko-Berlinskaya" Tank Division
Display
Balance:



Overall balance chart for BrAx021
Total
Side 1 3
Draw 1
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
4.25
Scenario Rank: --- of 913
Parent Game Broken Axis
Historicity Historical
Date 1944-05-02
Start Time 09:15
Turn Count 12
Visibility Day
Counters 79
Net Morale 1
Net Initiative 1
Maps 1: 105
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 152
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Anti-infantry Wire
Off-board Artillery
Reinforcements
Smoke
Terrain Mods
Scenario Requirements & Playability
Broken Axis Base Game
Introduction

While 93rd Guards Rifle Division bogged themselves down around Nichola, another Soviet column headed straight to Corntesi where the Grossdeutschland Fusilier Regiment had situated its headquarters. As Soviet tanks entered the village, salvation for the harried Germans was already at hand in the form of the Panzer Lion himself.

Conclusion

The Fusilier regiment's commander left his post to rally his men against the Soviet armor already rumbling through the town. After action reports claimed 24 enemy tanks destroyed, mostly by hand-held weapons. The arriving panzers led by the Panzer Lion himself then pushed the remaining Soviets back over two miles before night fell.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario'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)
  • 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).

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Towed
Guards
  • Foot
  • Leader
  • Mechanized

Display Errata (5)

5 Errata Items
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 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
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 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

A delay stops the advance
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2017-08-03
Language English
Scenario BrAx021

The Germans set up a small two grenadier platoon and 10-1-1 leader and the 75mm ATG on the two hex 40m hill in the northeast. The rest of the force was put in Corntesi. The Russians decided to clear this hill and use the ridge to cover the advance on the town. But they took too much time clearing the defenders who either would not break or immediately rallied. On Turn 7 they broke the hill defense and moved on to the town but a good deal of their infantry was demoralized from German artillery and mortars. This is also the turn the German reinforcement arrived with the grenadiers going to Corntesi and tanks attacking into the Russian on the East edge. This counterattack killed all the SU-85s but at a cost of two steps of panthers. The Russians got their armor right up to the town but had a tough time breaking the Germans as there were two leaders there with 2 morale aid factor. The Russians did get into one hex of the town but this was counterattacked immediately. The game ended in a Decisive German victory.

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Broken Axis: scenario #10: The Lion’s In Town
Author JayTownsend
Method Solo
Victor Germany
Play Date 2020-01-19
Language English
Scenario BrAx021

Broken Axis: scenario #10: The Lion’s In Town

I haven’t PG in a while but did some design work instead. Broken Axis is one of my favorite Eastern Front games in the PG series. I had this scenario on my list to play for long time now, so I got it out, as after this I’ll start playing Parachutes over Crete, as that game looks fantastic.

The Germans started this scenario defending the town of Corntesi trying to defend it against a larger Soviet force which included Infantry, tanks and assault guns. They put up barb-wire to slow the Russian Infantry and waited for the Panzer reinforcements.

The Soviets merged from the forest and hill tops and struck the German defenses with a lot the Infantry types getting hung-up in the barbwire and blasted by off-board artillery before they were flanked both sides of the town with assault-guns, tanks and more infantry. Thing were looking like a Soviet victory until on turn seven the German reinforcements arrived. The Soviets ambush a step of Panther tank with a SU85 before their own armor started to get blasted away by the German Panther and Tiger tanks.

By the conclusion of twelve turn the town was still being contested with the Soviets controlling three hexes and the Germans three hexes as well. But the heavy loss of Soviet armor tipped the scales in favor of the Germans with a major victory, 39 points to 22 points.

With that said, it was much closer than it looks by the results, if you consider the German got 24 of their points in the last couple of turn, with the Soviet losing armor which counts double, or the Soviets would have won this scenario. Also, if the German reinforcements hadn’t showed up for another two turns the Soviets would have won. Lastly the Soviet armor rolled poorly on the dice. So the German heavy armor won the day on this scenario, as I could see this scenario playing out a lot of different ways! Great scenario, one map, not too many counters, 12 turns and I nice mix of unit types.

Now that I see the American Sherman tanks (AV) armor value being increased from 3 to 4 on the new Ardennes 1944 game, I believe The Soviet SU85 (AV) should also be raised from 3 to 4. Also the Soviet JSU152 (ATF) anti-tank factor should be increased from 5 to 6 in my opinion.

Now on to some scenarios from Parachute Over Crete!

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