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
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Vorontsovo III
Panzer Grenadier #39
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 16th Infantry Division
Soviet Union 169th Rifle Division
Soviet Union 47th Tank Division
Display
Balance:



Overall balance chart for PaGr039
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 913
Parent Game Panzer Grenadier
Historicity Historical
Date 1942-01-22
Start Time 09:00
Turn Count 28
Visibility Day
Counters 71
Net Morale 1
Net Initiative 1
Maps 3: 1, 2, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 147
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Breakout
Exit the Battle Area
Inflict Enemy Casualties
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

SOUTHWEST FRONT: Following an unsuccessful attempt to break out on the 21st, the Soviet force surrounded east of Kharkiv attacked again on the 22nd in a desperate attempt to regain friendly lines. Though the Soviets suffered from a lack of supplies, the Germans also had gotten little help in the interim.

Conclusion

Aided by the heavy snow, the Soviets smashed the German battalion trying to stand in their path. Panicked Germans ran from their positions, while exhausted Soviet riflemen and tankers staggered into their own lines.


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).
  • 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)
  • Mechanized
  • Motorized
  • Towed

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 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)

Bloody Movement to Contact Costs the Soviets
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Reconquista
Play Date 2024-01-23
Language English
Scenario PaGr039

This too long, 28-turn, snowy battle took us 5-sessions to complete. Reconquista boldly led the attacking Russian force seeking a breakthrough, and I played the defending. mixed-morale German side. Fortunately, there was just enough armor to keep things exciting in this rather dull & sluggish scenario that the Axis ended up winning in what seemed like slow motion. We used the FOW, excess initiative, smoke/illum, tank riders and extended assault optional rules. Both sides drew middling leaders, and the Soviets really could have used a Komissar or two in the counter mix.

The Russians poured across the board using a broad front approach aiming to get at least 25 steps off the east edge. The leading edge of this advance had little trouble clearing Map 2 and driving the forward elements of the Germans back. This came at a relatively high cost (18 steps) for the Soviets as they moved east, since the first Germans step loss did not occur until game turn 10. Multiple morale crises occurred as the Russian stacks got into decisive range on Map 1, along with a number of successful armor piercing crossfires that eliminated all but 2 platoons of T-34 tanks. Russian reinforcements did arrive on 2 widely-separated game turns, but by the time that the dice fates decreed their arrival, it was too late for them to substantially bolster the Russians advance. Both sides suffered senior leader decapitations, that caused quite a bit of havoc and confusion among the leading elements of the Bolshevik horde. Some demoralized Soviet units reman in that condition for the entire scenario, including the BT-7 light tank platoon!

Oddly, the 7-step contingent of reduced German units proved remarkably resilient and fierce - much more so than the full-strength landser platoons. Axis counterattacks began in earnest during game turn 20, which spelled doom for the original batch of Soviet units. The final step losses were: 16 & 2 leaders for the Germans, and 31 for the Soviets & 3 leaders. Only 17 steps of Russians were able to exit the battle map as time ran out.

We think that this scenario is probably best saved for SOLO play, as it is very frustrating and slow to play in SHARED mode. I give this one a generous rating of 3.

1 Comment
(edited 2024-01-23 15:55)

I concur.

Sadly, the Soviet approach march was too costly and probably cost them the win in this very frustrating and poorly play tested scenario. The victory conditions should be rewritten.

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