Panzer Grenadier Battles on April 28th:
...none...
Errors? Omissions? Report them!
Armored Clash
C&CV1: War in the East #12
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 1st Panzer Division
Soviet Union 2nd Tank Corps
Display
Balance:



Overall balance chart for CCV1012
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 913
Parent Game C&CV1: War in the East
Historicity Alt-History
Date
Start Time 14:00
Turn Count 20
Visibility Day
Counters 99
Net Morale 0
Net Initiative 0
Maps 3: 1, 5, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 162
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Eastern Front Maps + Counters
Introduction

The scenario represents a Soviet attempt to halt a German armored thrust that has broken through the Soviet line. As the Germans rush across open terrain, Soviet heavy tanks hit them head-on and try to push them back where they came from.

Conclusion

This is a slugfest where speedy German tanks must try to get into crossfire positions to penetrate the heavy armor on the Soviet T-34A and KV-1 tanks. Leader Characters will be leading infantry screens during tank duels, but will have lots of opportunities to score LPs in assaults against disrupted and demoralized tanks.


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
  • 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)

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
  • Towed

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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Staying low in a tank battle
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario CCV1012

For the fifth scenario of the Barbarossa campaign, the leaders stayed low as this was a tank battle and the two that participated didn't have AT skills. This is key for this game. The Captain and LT were brought up to defend the town that the initial Panzers controlled so they could hunt the Soviet tanks. The Soviet tanks proved very tough, especially the T34's and KV1, but the lighter one BT's and T26 were easy targets for the Panzers. In the end the Germans won 25-20 vps. The leaders accumulated some points for recovering and direct fires on advancing Soviet troops. The next scenario should get them more for skills or promotion.

Although this was a fun tank scenario, as an infantry leader it's a little dry for accumulating promotion points. I could see this being a little more fun with a leader with AT skills.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.383 seconds.