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!
Defense of the Motherland
Eastern Front #12
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 6th Panzer Division
Soviet Union 2nd Tank Corps
Display
Balance:



Overall balance chart for EFDx012
Total
Side 1 2
Draw 4
Side 2 12
Overall Rating, 17 votes
5
4
3
2
1
3
Scenario Rank: 701 of 913
Parent Game Eastern Front
Historicity Historical
Date 1941-06-24
Start Time 10:00
Turn Count 28
Visibility Day
Counters 143
Net Morale 0
Net Initiative 1
Maps 3: 1, 2, 3
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 97
AAR Bounty 135
Total Plays 18
Total AARs 7
Battle Types
Inflict Enemy Casualties
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

During the daylight hours the 24th, the 2nd Tank and 6th Panzer Divisions continued the battle begun the night before (see scenario 8). Both sides had been reinforced during the early morning hours.

Conclusion

The Soviet attack drove back 6th Panzer Division with heavy losses. Second Tank won the battle at Rassinye, part of the "great tank battle in the Baltic," but would soon be caught between two fast moving German panzer divisions. But in the minds of the German tankers, doubt grew that the Soviets could be easily defeated.


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.

Display Order of Battle

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

Display Errata (7)

7 Errata Items
Scen 12

This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present.

(Shad on 2010 Apr 29)
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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 495

One unit from Eastern Front has a direct firepower of 3-5 on its reduced side instead of the normal 4-5

(garbare83686 on 2023 Nov 26)
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 (7)

armor interaction excels
Author t1M0t8yk
Method Solo
Victor Draw
Play Date 2022-01-01
Language English
Scenario EFDx012

I give this scenario a solid 4 rating. I found it perhaps the most interesting PG scenario I’ve ever played. My rating though comes with some caution.

Certainly, the scenario out of the box has major problems. It’s woefully unbalanced; the Germans have no chance to clear boards 1 & 3 against a competent Soviet player. Russell InGA’s balancing document helped some. Using his victory conditions the Germans achieve minor victory by capturing the board 3 town, and Reds by capturing the board 1 town. Turns out I think even this is very challenging for the Germans, but not quite as prohibitively difficult as clearing boards 1 & 3.

What makes the scenario so engaging is the AFV interaction. At first blush the superior armor and firepower of the Soviet KVs and T-34s in particular appear decisive. However, this neglects to consider the limitations of Soviet command & control, and the superior range of the German Pz38t and Pz35t tanks.

I set up the Germans to defend board 1 town with perhaps a third of their infantry and try to take the board 3 town with the rest. Armor was set up to get long range crossfire. The Soviets flipped the German deployment, defending the board 3 town with their smaller infantry force and advancing toward the board 1 town with the remaining bulk of their infantry.

It didn’t take long before I realized the Germans didn’t have the bodies to seriously threaten the board 3 town, the Soviets were better off redirecting their effort to achieve the German casualty victory objective. Meanwhile the Germans gradually wore down the Red Army tanks, picking them off at long range.

By around turn 24 I decided to pull the plug and declare the battle a draw. The Soviets had an outside chance to achieve their casualty objective, but some important forces for doing that had just taken it on the chin. Casualties stood at 21 German and 39 Soviet – bloody for the Reds, but not so bloody for the Germans to claim a Pyrrhic victory.

I’ll be looking for more tank battles that set up such an interesting exchange – hopefully a bit smaller and shorter. Much to like, but it was a long slog. I prefer battles with smaller footprints.

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Soviet Forces Cut To Pieces In Front Of Rassinye But Keep It To A Draw
Author vince hughes (Germany)
Method Face to Face
Victor Draw
Participants waynebaumber
Play Date 2008-10-11
Language English
Scenario EFDx012

This game was played ftf with Wayne Baumber way back in October 2008. When PG-HQ burst onto the scene, it was one of the only plays that I had that I did not have the AAR copy of in my saved docs. Therefore, I could never be bothered to re-write it. Well now, I've copied it from the paper version to here, and whence its rather late arrival.

The Germans deployed most of their infantry in positions in front of the town of Rassinye and set to work digging in. In Rassinye itself, two batteries of 105mm guns had been deployed and these were to play an important part in the battle. To their left flank, a small force had been deployed in the large forested area to either delay or prevent any Soviet surge there. To the right, on an area of 600m of hill were deployed more guns and a few infantry. In front of Rassinye and between the forest and town, a number of AT guns were positioned hidden amongst the wheatfields.

The Soviet onslaught begun about 1000 hours. Their forces entered from the east, with the majority of them heading towards the forested area and a small town beyond that. Though impressive on paper, the armoured units that had been clubbed together had little in the way of technology that would enable them to communicate with friendly forces around them. This would lead them to being slow to react and generally very preponderous during the battle.

Soviet casualties began 'whirring' round from 1015 hours onwards. Very quickly, their 76mm artillery batteries were targetted by spotters for the German 105's and as a result, 75% of them were knocked out before they ever had a chance to fire. Their infantry also lost 4 or 5 steps before 1100 hours. In reply, it was the German armour that suffered first. Armoured cars, followed by some 38t's were taken out by Soviet AFV's. Meanwhile, the German infantry, supported by their sparse mortar numbers and those 105's waited for the 'Mongol' infantry to advance within range of the forested area on the right flank.

When the Soviet infantrymen closed on the forest, the carnage was shocking. What appeared to be a coordinated attack soon transcended into a turkey shoot. Russian infantry were cut down on approach by small arms fire and the requested 105mm artillery support. Wherever the Red infantrymen did make headway, German armour then supported their foot colleagues as well in conjunction with the close artillery support that churned upthe Soviet attack. As this went on, some troops of Soviet armour had failed to even advance in the day due to a failure of communications. These tanks were now needed desperately by the Soviets.

On the right flank, the Soviets had massed for an armour attack supported by infantry against the raised ground defended by a lesser amount of Wehrmacht than in other areas. However, by 1215 hours, some of the German infantrymen dug-in in front of the town had been released to bolster the numbers on this hill. Around 1230-1300 hours the Soviet attack went in. It was bold and aggressive, but lacked any fire support to soften the intended target. Once again, Soviets were cut down severely and many AFV's were wiped out also. The heavier Russian tanks, when available did manage to flush out the lighter German models, but this support was spasmodic. As a result, the Soviet right flank attack faltered with many casualties and fell back to its start line. Again, much debris and bodies remained in the area.

By 1330 hours, on the left flank, despite the Germans inflicting heavy casualties, the Sovietattack was slowly grinding back the invaders forces through the forest. Though, never in a position to destroy them, the Soviet commander did inflict notable casualties on his enemy there, but at a very severe loss to himself. What was more, between the forest and the farm area mentioned earlier, German tanks and AT had dealt a very heavy blow to Russian armour trying to pass that open area making a bid to attack Rassinye.

As the Soviets regrouped from their checks between 1345-1415 hours, casualties of course subsided. Further dabbles and prods against German defences seemed to result in further Russian losses. Although the forest was finally captured in most part around 1500 hours, it was clear to the Soviet command that the Germans would not be thrown from the field, and to try to do so would result in a ridiculous loss of life ... Even at Soviet levels ! Having faced such an onslaught and realising how ineffective their light Czech tanks were when faced with T34 and KV tanks, the Germans were also stuck in a position of non-advance. Like the day before, an impasse had been reached, albeit with a far higher toll in blood.

In all Soviet casualties came to 37 steps (13 foot, 17 AFV and 7 guns). The German losses were 13 steps (5 foot, 6 AFV, an APC and a gun). Battle was resulted as a draw

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Okay Mister, Draw!!!
Author Matt W
Method Solo
Victor Draw
Play Date 2010-08-14
Language English
Scenario EFDx012

This one seems highly likely to end in a draw, but a very entertaining one. The Soviets have their untouchable KVs and T-34s against a German force highly dependent on infantry assaults in defense of the area. The critical piece of the management of the encounter is for the Germans to be patient and let the Soviet crush themselves on the German infantry and then husband sufficient forces to counterattack in a meaningful manner and get the chance to clear the boards of Soviets.

The job is much harder for the Germans than for the Soviets but a Draw is at least twice as likely as either a Soviet or German win.

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La apisonadora rusa
Author enrique
Method Solo
Victor Soviet Union
Play Date 2011-09-14
Language Español
Scenario EFDx012

Este escenario tiene lugar sólo dos días después de la invasión alemana de la URSS. Se enfrentan unidades blindadas alemanas (4 x Pz 38t y 4X Pz 35t), apoyadas por varias unidades de infantería, HMG, coches blindados, halftracks, cañones AT y baterías de 105 mm, a una numerosa y potente fuerza blindada soviética cuya punta de lanza está formada por 3 pelotones de KV-1 y un pelotón de KV-2. Estos monstruos soviéticos están flanqueados por una docena de pelotones de T-34A, T-26, BT-7, más coches blindados, una numerosa infantería y una potente artillería. A diferencia de otras unidades soviéticas de esta época, las de este escenario tienen una moral elevada (8/6).

Desde el primer momento se aprecia la desigualdad de fuerzas, ya que los modestos tanques alemanes de fabricación checa no tienen potencia de fuego para parar a los colosos soviéticos KV-1, KV-2, ni a los T-34A. Tampoco las baterías AT alemanas (37 mm) son eficaces para detener a los blindados enemigos.

A pesar de ello, los alemanes combaten con habilidad y valor y ocasionan un elevado número de víctimas a los soviéticos (37 steps), pero reciben a su vez un duro castigo (28 steps) que da la victoria a los soviéticos.

La partida acaba en el turno 13 aunque el escenario tiene una duracion inicial de 28 turnos. El escenario está muy descompensado a favor de los soviéticos. Creo que los alemanes no tienen ninguna opción de victoria. No obstante, le doy una valoración de "3" por estimar que reproduce con bastante realismo el enfrentamiento histórico. Uno siente la angustia de los tanquistas y de la infantería alemana al ver el avance imparable de los tanques enemigos. Unos tanques de cuya existencia no tenían ni idea.

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One hell of a knuckle-grinder
Author Brett Nicholson
Method Solo
Victor Soviet Union
Play Date 2014-01-21
Language English
Scenario EFDx012

In my play of this scenario I set the Soviets up advancing to occupy the northern town with most of the reduced foot units and keeping most of the slower-moving clunker tanks in reserve and hidden from sight. Most of the full strength Soviet INF amd HMG units were placed in or near the central-eastern wooded area. The 82mm mortars and 76.2mm artillery batteries were placed in the fringes of the north-eastren woods as they had to spot for themselves per SSR#3, without leaders. The T-34As were the only tanks placed south of the river. The Germans advanced in four groups; a large force of foot units in the fields to attack the defenders in the woods; the remainder of foot units transported to the north-eastern woods as reserves to support tanks and the panzers supported by armored cars going at the T-34As in two flanks.

The weaker and reduced Soviet units quickly occupied the northern-most town or dug-in around it along with most of the 45mm AT guns as the last line of defense. The strategy was simple, to delay any German river crossing by the bridge and basically let them impale themselves trying to weed out the full strength foot units from the central-east woods. The German victory conditions are stark: clear both maps 1 and 3 of all Soviet units and take no more than 27 step losses, a very tall order. Instead of playing for a draw I did what I could with the Germans but still exercised some degree of caution. The battle in the woods quickly became bogged down but ultimately in favor of the Soviet defenders. Whether trading direct fire or engaging in assaults step losses there were about 2 German for every Soviet one. The first armored engagement with the T-34As went surprisingly well for the outclassed, Czech-built Pz35t and 38ts as they were able to outmanuever them due to SSR#5, where soviet tanks only have a 50% chance of being able to move with a 1-3/D6 roll. Crossfire was easily set-up and used against the T-34As and once a few steps were eliminated from AT fire German infantry were able to overrun the survivors in assaults. Of course while this was going on KV-1s eventually moved up closer paired with Bt-7s across the bridge while the one platoon of KV-2s stayed on the ther side of the river as an auxillary; either mowing down advancing foot units with it's 18-9 direct fire value or taking AT shots at panzers that got too close to the bridge. The T-26s would still wait as a third and final reserve. Eventually half of the German tanks would be eliminated but overall, especially with infantry assisting in assaults the Soviets would lose over twice as many tanks. By 14:45/turn 20, the Soviets had won by eliminating over 27 steps of German units but the battle was just too intense to stop there and the remainder of the scenario was finished off. I simply changed my own personal objectives for the Germans. Now the goal was to see how far I could push them and get them across the river and then what could be done to the town defenses.

Before the end of the battle the bridge was traversed but not without losses. Soviet HMGs within the town were incredibly efficient with opportunity fire, getting "snake eyes" back to back on the 16 column virtually vaporizing 3 steps of advancing INF leaving a lone German SGT in their absence. Then, a reduced KV-2, recovered back to good order from within the woods and took out some Pz38ts that had just crossed over but the Germans made it to the outskirts of the town. German HMG fire was able to eliminate some of the Soviet HMGS there and cause others to flee the area. However this expeditionary force was too small to do anything more than harass the units occupying the town as the other half of the German foot units were still slugging it out in the forest further south and time was up wth the sun about to set.

Overall, this was a very intense, action-packed scenario but the odds were stacked against the Germans from the beginning. There are just too many Soviets to wipe out and too little time. Even if the scenario had gone on longer than 28 turns I don't think the Germans could of pulled it off with the amount of forces remaining. There were still Soviet KV-1s and T-26s, though reduced, recovering back to disrupted and good order status in the town with supporting foot units along with 3 45mm AT guns left dug-in. I think that with the Soviets I did well by only allowing their armored units to appear in three waves or groups, ultimately delaying and wearing down the main German advance instead of putting them all out in plain sight to start. With the Germans I could of managed a draw by being more cautious but then they would of never of made across the river or even near the northern town. So I give this a strong "3" despite the harsh German victory conditions. It was one hell of a knuckle-grinder and even though the Germans ultimately lost the battle they still took a huge chunk out of the Soviet's defenses eliminating almost twice as many enemy steps compared to their own.

German losses: 13 steps INF, 2 HMG, 4 SdKfz222, 4 P204f, 4 Pz35t, 5 Pz38t, 1 SPW251 and 1 truck.

Soviet losses: LT(7-0-0), 11 steps INF, 1 HMG, 3 x 82mm, 2 x 45mm, 4 x 76.2mm, 5 Ba10m, 6 Bt-7, 7 T-26, 8 T-34A, 4 KV-1 and 2 KV-2.

So far, after 15 scenarios played both solo and shared from 'Eastern Front' the win/loss results between the Axis and Soviet Union are at a tie from an overall campaign perspective and only 97 scenarios left to go!

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Oh, when the Soviets go marching in!
Author GeneSteeler
Method Solo
Victor Soviet Union
Play Date 2009-03-07
Language English
Scenario EFDx012

1000

First blood is spilled by two great Russian rolls as two platoons of Pz35t are eliminated by Russian T-34A and KV-1 tank fire! (8-0)

German infantry enters the centre forest as Russian foot advances in the left and right.

1015

The German Panzers strike and a number of T-26s are eliminated. They attempt some flanking fire on the T-34A, but to no avail (8-4). The Russian counter-fire scraps another Pz38t platoon. The Hammer of the Proletariat strikes again! (12-4)

German armour and artillery focus on the Russian AT-Guns and two are eliminated (12-6).

The German AT-Gun hidden in the fields reduces the Soviet BT-7 (12-8). The Soviets respond with a demoralizing artillery strike!

The battle in the woods starts as a German infantry platoon is reduced (13-8).

Half an hour into the seven hour battle and the Germans have already sustained almost half their maximum losses!

1030

The Panzer 35ts are reduced by KV-1 and T-26 armour. (17-8). The 6th Panzer division strikes back against the Russian BT-7s but a Russian infantry assault finishes the German tanks off. (19-13). The German supporting infantry in the town begins long range fire versus the Russian foot troops. (19-14)

1045

The well placed AT Gun in the fields eliminates the reduced BT-7! (19-16)

German armour retreats into the safety of the western town, but one Pz35t is still eliminated by a Russian ATG (21-16).

The Soviet 2nd Tank Division advances as their infantry moves toward the German-controlled corn field.

Booming fire from the German 150mm Infantry Gun eliminates a Russian platoon a couple kilometres away! (21-18)

1100-1145

The Russians push the attack in the cornfields. Artillery eliminates a half German platoon as one ATG crew flees as another is destroyed by Russian Mortars. (24-18)

On the verge of defeat a few Russian troops are lost to the German 150mmIG, but close assaults in the corn fields see both sides taking losses. Soon the Germans are overwhelmed as they hit their retreat level (28-20)

The Battle is over after 2 hours of fighting.

Aftermath

To quote Inspector Gadget. Wowzers!

I find Panzer Grenadier to be quite entertaining. Specifically from a (mostly) Solitaire perspective. The one thing that baffles me at times is the incredibly difficult victory conditions.

How are the Germans meant to win this one?! Stopping the Russian armour is an almost hopeless prospect. Having to do so while only sustaining minimal casualties appears impossible.

Nonetheless, the battle was quite quick to play, and still enjoyable. I do find that the small battles are usually much more “balanced” than these bigger scenarios. I also fear that as I’ve only played a few games against other opponents, my defensive strategy is lacking. I really don’t know.

I thought of pulling back into the town with the armour from the start, but this would mean losing the forest and being overrun on the middle map. It seems by turtling the best the Germans could possibly achieve is a draw.

Scenario Rating 2/5 (due to imbalance)

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How to play this with the Germans ?
Author Memenne (Germany)
Method Face to Face
Victor Soviet Union
Participants unknown
Play Date 2012-10-22
Language English
Scenario EFDx012

I have the feeling that in this scenario, the Germans have all against them : 1) Russians outnumber them with infantry and tanks 2) Russian tanks are better 3) victory conditions are tougher for them

I can't see how the Germans can win this one. And even for a draw, it's a hard way ! I lost because of the 28 steps loss. The only thing I see for the Germans is to concentrate in town and woods, to dig in and wait for hell. But that doesn't sound very exciting...

So, how to play this with the Germans ?

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