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
Panzer Grenadier #28
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 6th Panzer Division
Soviet Union 2nd Tank Corps
Display
Balance:



Overall balance chart for PaGr028
Total
Side 1 0
Draw 2
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 913
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-06-24
Start Time 10:00
Turn Count 24
Visibility Day
Counters 142
Net Morale 0
Net Initiative 1
Maps 3: 1, 2, 3
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 164
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Rural Assault
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

NORTHWESTERN FRONT: During the daylight hours of the 24th the 2nd Tank and 6th Panzer Divisions continued the battle begun the night before. Both sides had been reinforced during the early morning hours.

Conclusion

The Soviet attack drove back 6th Panzer Division with heavy losses. The invader began to doubt 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • 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).
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (7)

7 Errata Items
Scen 28

German "3xSdKfz" should read "3xSdKfz 222"

(rerathbun on 2012 Feb 20)
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 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)

Strange Scenario
Author ACav (Germany)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex
Play Date 2023-11-22
Language English
Scenario PaGr028

This was a kind of long, 5-session play-through with the Treadasaurus ably leading the attacking hordes of Soviets, I had the Germans of the 6th Panzer Division in what turned unto a seesaw battle that might have ended in a draw if I had deployed all the Axis force on Map 1, and not tried to outmaneuver my opponent's tanks. I put too much stock in the weird SSR that called for the Soviets to throw dice to determine which of their armored units could move. Neither side had off board artillery or air support. Both sides drew decent leaders for this fight, but the Russians eventually prevailed by inflicting more the 28 step losses. The odd SSRs and confusing victory conditions could use a rewrite. As published, this one is probably better as a solitaire game.

We played with the FOW, consolidation, excess initiative and extended assault optional rules, PLUS these 2 house rules that imposed movement and game play: Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and Standardized Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes.

Mostly this game consisted of overwhelming Soviet infantry attacks that came from two directions with bloody and intermittent tanks fights on both the east and west edges of the battle map. German step losses mounted quite rapidly, as did Soviet losses among the large group of reduced platoons that my opponent used as skirmishers to draw OPFIRE away from the main Russian efforts. A German senior leader decapitation and many useless combat 7-die rolls hurt the defending Axis side, far more than the advancing Soviets. In the end, the Germans tried to hold too much ground, too thinly, and lost control of the central map board as they ran out of defending troops. Final step losses were 41 for the Germans, and 25 for the Soviets. There were 7 FOW-shortened turns of the 24 we played.

We both give this sloppily-designed scenario a generous 3, and feel that the use of the two house rules made for a much better, play-through.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.362 seconds.