Panzer Grenadier Battles on April 29th:
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Breaking-up a Clog
PG Über Mentoring #6
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for PGUM006
Total
Side 1 13
Draw 10
Side 2 7
Overall Rating, 36 votes
5
4
3
2
1
3.58
Scenario Rank: 350 of 914
Parent Game PG Über Mentoring
Historicity Non-Historical
Date
Start Time 09:00
Turn Count 7
Visibility Day
Counters 48
Net Morale 1
Net Initiative 2
Maps 1: 5
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 127
AAR Bounty 117
Total Plays 30
Total AARs 10
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Entrenchment Control
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
PG Über Mentoring Base Game
Introduction

This scenario combines all the previous scenarios and adds minefield, wire and entrenchment markers in addition to air and cavalry units. It features a combined arms German force attempting to overcome a fortified line and exiting off the north map edge.

Conclusion

This scenario demonstrates the application of positional defenses and off-map holding. Special leader designation makes another appearance. The scenario may also provide extension activation practice, depending on how Vassal has be used up to this point.

Additional Notes

This scenario uses the Uber Mentoring Extension and the Minefield extension for play.


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

Display Errata (6)

6 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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (10)

Nice way to finish the academy
Author geofgibson
Method Solo
Victor Germany
Play Date 2022-01-09
Language English
Scenario PGUM006

This was really fun. The Germans were ultimately successful in exiting 6 steps off the board and killing more steps. Control of entrenchments was tied at game end. The Soviets fought hard and were able to hang on to the entrenchments for a long time. The Soviet CAV was very useful in charging and assault. The Soviet armor didn't do much in the end but kept the German tanks engaged and took out some steps. This was the first time using so many APCs and the halftracks were really effective in assaults and provided the power and protection to take trenches. The Soviet artillery was also really effective in stopping AFVs as long as they lasted but the German OBA and air strikes are devastating when deployed repeatedly. First time using a KOM as well and the use of him to recover demoralized units during an assault is a great technique I read about in the forums. All in all a great wrap up to the mentoring scenarios.

0 Comments
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entrenchments are a pain
Author Uannayven
Method Solo
Victor Soviet Union
Play Date 2020-02-21
Language English
Scenario PGUM006

Started perfect for the Germans got a Stuka and demoralized some entrenched units, and had 2 activations to begin. Germans stayed on a broad front west of the river. Easily closing with the soviets with zero losses. However things took a massive turn for the worse when I started trying to grab entrenchments, using assault. Basically out of 3 entrenchments I assaulted, I ended up with one and that was on last turn. Those things make it hard to pry the infantry out. I managed to exit one AFV and one ENG unit after they killed killed all the reinforcements (other AFV helped a bit) Germans only won one victory condition , number of steps killed.

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Class in session - Breaking Up a Clog
Author tlangston28
Method Solo
Victor Germany
Play Date 2020-06-15
Language English
Scenario PGUM006

The final scenario in the PG Uber mentoring scenario pack and probably the best one as it is more a combined arms battle and several points of approach. Setup on this is a little tough so I tried to spread the wire and entrenchments so that there were fire lanes as well as attempting to channel the attacks. the 76.2mm gun was emplaced behind the front lines but within striking distance to either side. The German approach was to have the armor (except for the PzIVe supporting an infantry advance on the east) advance up the western side of the board to attempt to cross the wires and minefields while the foot troops attempted to overcome the entrenchments in the center and the east. Initially, the Soviets lost the mortars on artillery strikes but were able to repluse an early German push to take the center bunker. A few turns later, the Germans were able to take the center bunker while the Armor advanced on the left. Avoiding the ATR fire, the SdKfz 222 pushed through the wire on the far western edge while the Pz38(t)s attempted to avoid the minefields, however, one of the platoons lost a step in the mines and demoralized while the other safely traversed the mines. The Germans were fought to a standstill in the east and could not take the bunker there.

After the Soviet reinforcements arrived on Turn 3, the BT-7s were able to move to support the western entrenchment while the Cavalry units moved up the middle to support and protect the 76.2mm gun. Well placed artillery fire effectively put the Cavalry out of commission and they spent the rest of the game either fleeing or recovering from morale hits. The 76.2mm gun did survive numerous artillery and air strikes throughout the game and almost held out long enough for the Soviets to achieve a draw, however, a rolled '2' on a bombardment roll effectively cleared that entrenchment, which German engineers and a LT captured on the same turn.

An interesting scenario that does force the Soviet to try and channel attacks as well as providing the German player with a puzzle against an experienced Soviet commander. Of course, I played it solo so can only surmise if this is true! :-)

In any event, a decent scenario.

0 Comments
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slowing down the advance
Author elfram2 (Germany)
Method VASSAL
Victor Soviet Union
Participants unknown
Play Date 2020-09-08
Language English
Scenario PGUM006

soviets won by a 2 to 3 victory condition margin. German units were able to get off board but they took more losses and as a result didn't have enough men to take more than one entrechment.

0 Comments
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Phyrric German victory with Soviet cavalry charging to destruction
Author Jockulus (Germany)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2024-02-03
Language English
Scenario PGUM006

The Soviets set up an effective defence, with the 76mm gun on the feature in the centre, the 45mm gun entrenched to the west, and a small ATR force to the east. The Germans sent a large force up the east flank with the aim of exiting to the north quick-time before Soviet reinforcements would enter. Meanwhile in the centre, mortars and guns setup south of the main feature with the aim of harassing and bombarding opportunity targets mostly on the hill. The advance up the east started poorly, with the 76' taking out a loaded halftrack. Undeterred the Germans pushed on past the ATR and exited a tank, two halftracks and 2 platoons. One objective was achieved but at significant cost, with perhaps over a third of the German force now out of play and unable to influence the battle. The Soviets continued to eliminate halftracks and were well ahead on losses, so were looking very likely to win. However, when Russian reinforcements arrived from the north, the defender chose a high risk strategy of charging the German armoured car that became isolated in the north. Through a combination of assaults and rather fortunate German artillery and air strikes, the entire cavalry company was eliminated, with the reduced armoured car platoon running away, only to face the ignominy of elimination at the hands of the ATR. The attackers attempted to capture the hill in the centre with tanks and two infantry platoons. The Soviets were very effective in bombarding the German mortars to the south, and pinning down the assault on the hill. The German tanks were quite lucky in surviving AT fire from the ATG and Russian tank reinforcements. At the end of the engagement, the Germans remained locked in the assault on the hill, but had inflicted sufficient casualties to claim the second objective, with the Soviets succeeding in the third by retaining all entrenchments. In the end, a narrow German win. Thanks once more to treadasaurusrex for guidance and advice through this final mentoring session.

1 Comment
2024-02-03 18:15

Succinct & well-written. A fine AAR.

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Whicg direction to channel the Germans
Author Dan_Huffman (Soviet Union)
Method VASSAL
Victor Draw
Participants plloyd1010
Play Date 2020-04-21
Language English
Scenario PGUM006

This is my second playing of the scenario. Put the 76 mm gun on the backside of the hill. Given the LOS rules it will not cross two lines of the same elevation. Therefore it can shoot down the spine. I have never played that way. Peter Lloyd told me the official LOS interpretation. Will not play that way. Put an entrenchment in the woods hes. 4 entrenchments and four personnel units.

Bruce went up the left or west side of the map with his tanks. Went to eat on foot. Tanks went with minimal damage. This was due to the 45 mm AT gun on that hill. Did not have range. The gun was halved and a minus one for range. 2 of the 5 planes missed.

Put an entrenchment near the road on the east side. That held him up for 3 turns in this 7 turn scenario. I got lucky as Bruce says it is a game. Last turn he assaulted in an on going assault. I rolled a 2 for two step losses to his tank. Which gave the tie. Held all 4 entrenchments, equal losses. Germans got 5 steps off the map. That is why the 76 needs to in the middle. It can reach the east edge of the map.
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Assalto germanico
Author g1ul10
Method Solo
Victor Germany
Play Date 2020-08-11
Language Italiano
Scenario PGUM006

I tedeschi partono forte, avvicinandosi alle fortificazioni sulla collina, coperti da un attacco aereo, a dire il vero non molto efficace, e dalla artiglieria. Il secondo turno vede ben due assalti, condotti dalla fanteria e dai genieri con l'appoggio dei panzer. Le altre unita' tedesche fanno piovere piombo ed esplosivi sui russi rintanati ed avanzano i carri. Quando i rinforzi corazzati russi arrivano, i tank tedeschi sono ben piazzati per riceverli ed il loro fuoco e' devastante. Più efficace la cavalleria Russa che nel quarto turno riesce a condurre una carica sui meccanizzati tedeschi e ad eliminare un autoblindo. La potenza di fuoco teutonica e' pero troppa e le unita' sovietiche semplicemente si sciolgono di fronte al fuoco nazista.

3 Comments
(edited 2020-08-11 14:44)

It sounds like a Russian success to me! The Soviets achieved their objective. No Germans moved off the board, only 4 steps were in a position to move off in the last turn.

2020-08-11 14:08

But the German achieved the other two... I'm confused here. Is the game supposed to be a Russian victory unless the German achieve all three objectives? The "Objectives" section of the scenario reads: "Players have 3 opposing objectives" so I guessed that the side achieving the most of them wins the scenario...

2020-08-11 14:44

Firstly, when it comes to the mentoring scenarios, it isn't a win-lose situation. The objectives are to give each side something to do. The fundamental idea in this scenario is for the Germans to cut a path and then extract themselves via the north edge. The Russians want to keep the Germans tied up on the board. That is my point.

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Clogs & Channels
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Draw
Participants plloyd1010
Play Date 2021-08-29
Language English
Scenario PGUM006

Played this scenario commanding the godless Soviet hordes against my patient and intuitive mentor. Casualties were relatively low for both sides. The Soviets lost 6 steps destroyed and the Germans lost a mere 4 steps. However, Soviet losses included a platoon of BT-7 tanks, a 45mm AT gun Platoon and a hard-fighting AT Rifle platoon in just over 4 turns. German losses were confined to SPW251 halftracks and 2 steps of Pz38T units. In addition a demoralized half strength platoon of German Pz 38T Tanks and a full-strength, demoralized Russian Cavalry platoon fled from the battle off the west edge of map 5. The Germans mounted a strong left flank attack that resulted in the capture of one of the Soviet entrenchments, and were well on their way to completing their other objectives when time ran out. We declared the game a draw since the luckless Soviets barely managed to hold their initial positions on the hill. Finally, the Soviet Kommissar was decorated for valor and his single-handed rallying of 3 demoralized Russian units in the course of this battle.

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To be Continued...
Author Capt. Chaos (Soviet Union)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2023-05-16
Language English
Scenario PGUM006

To be continued...

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Faught to a draw
Author Grognard Gunny (Soviet Union)
Method VASSAL
Victor Draw
Participants treadasaurusrex
Play Date 2024-03-21
Language English
Scenario PGUM006

After getting beat pretty badly, I still squeezed out a draw.

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