Panzer Grenadier Battles on April 28th:
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Breakthrough
C&CV1: War in the East #14
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st Panzer Division
Soviet Union 110th Rifle Division
Display
Balance:



Overall balance chart for CCV1014
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 914
Parent Game C&CV1: War in the East
Historicity Alt-History
Date
Start Time 16:00
Turn Count 24
Visibility Day
Counters 101
Net Morale 0
Net Initiative 0
Maps 4: 3, 4, 7, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 169
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Delaying Action
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Severe Weather
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Eastern Front Maps + Counters
Introduction

A breach in Soviet lines allows German armored reserves to push eastward along a minor river. Faster German forces rush ahead of the main advance to grab the river bridges before Soviet reinforcements can arrive from the north. The Soviet response is disjointed, but approaching darkness and deteriorating weather conditions will complicate the efforts of both sides.

Conclusion

This is a fast moving and wide ranging scenario in which the Germans will make lots of gains early on but will have a hard time holding onto them as Soviet heavy tanks start hitting them from the north. Neither side has enough force to control all the objective hexes at once, and rain, mud and darkness will cause units to become progressively isolated from each other. so Leader Characterswith the various Assault Skills (Urban for town, Rural for bridge hexes and Night for after dark) will be extremely useful.


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
  • 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).
  • 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
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • 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 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
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)

Wild tank battle in the Ukraine
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario CCV1014

This was scenario 8 of the Barbarossa campaign with all three leaders participating. One Captain was assigned to the motorcycle recon that was to rush ahead to secure objectives. The other were support to the armor columns moving up to support the attack. All units were able to be mounted so speeding across the maps was a large part of the attack. Why? You are not just fighting the Soviets but the weather too. At some point in the battle rain starts and you lose your air support and visibility, then a little while later mud sets in and you lose mobility. This means that you need to get VP's quickly. The Soviets have the positions with a small defense force but KV-1's and T-34's are on their way to help. They too will lose mobility when the rain starts, but you don't want to be in the middle of a fight with them when the rains start.

In my play the recon team was able to dash around the Soviet defense force and threaten the towns when VP control is key. Keeping the main force together will help minimize the chance of the Soviet tanks appearing and getting a straggler. By the first hour the defense forces are reduced from air and OBA attacks and the main force just mops up. My Captain and LT get a few points for DF but soon move on to attack the towns. At that point, Soviet tanks have started to engage the recon force, with the armor cars moving out of range but the motorcycles still holding a a small woods. The T-34's press them with HE and machine guns eventually killing the Captain. In a panic the units break and start to move back to the main force.

Meanwhile the main force works toward the town and is able to get into position to attack when the rain starts. This helps the Germans as the T-34s and also the KV-1s will be slow to get to the towns. The Germans quickly assault but causalities are high without some DF/BF first to soften them up. Enough assault teams get into beat back the Soviets when mud season starts. At this point all movement is severely limited. The German Panzers setup to support any assault by the T-34's and KV-1's. Slowly they lumber forward to try to counter attack but the Panzers beat them back with the help of the remaining INF units. In the end the Germans pull out a win 23-15.

In rereading the AAR for this I could see why this one was exciting as it has quite a bit of uncertainty and could have gone either way. Having to fight the Soviets and the weather made it just that much different to rate it a 5.

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