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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The Duel
Panzer Grenadier #43
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 15th Panzer Regiment
Soviet Union 10th Tank Division
Display
Balance:



Overall balance chart for PaGr043
Total
Side 1 1
Draw 3
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
3.5
Scenario Rank: 391 of 913
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-06-23
Start Time 09:00
Turn Count 9
Visibility Day
Counters 24
Net Morale 1
Net Initiative 3
Maps 2: 2, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 121
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP NORTH: On the morning of 23 June the forward elements of llth Panzer Division were moving south from Stojanov with two companies forward. Near the village of Sabinovka they ran into the Soviet 10th Tank Division, one of the few Soviet armored units with thorough large-unit training behind it and a full complement of modern KV tanks. A gun duel began at 800-1,000 meters.

Conclusion

The better-armed and better-protected Soviet tanks thrashed the Germans, who fled the battlefield after losing five tanks. The division commander reported that nothing could stop the KV tanks, but his division had no tractors to recover damaged vehicles. When a KV broke down, its crew had to abandon it and set it afire. By late August, despite repeated successes in battle, the division had only 14 tanks left and was disbanded.


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).

Display Order of Battle

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

Display Errata (4)

4 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)

Display AARs (3)

A Good Introduction to PG Armor Rules Online
Author treadasaurusrex (Germany)
Method VASSAL
Victor Draw
Participants CavDo
Play Date 2022-12-23
Language English
Scenario PaGr043

This was a fast-paced, 2-session play-through with an experienced PG player than has recently returned to the fray, but played on the Vassal platform after many face-to-face encounters with me and several others over the years. I Played the German side and CavDo was the Soviet tank commander. In this 9-turm scenario, we ignored the FOW, but used the extended assault, excess initiativeand smoke optional rules. As others have reported, this one is mostly a swirling tank vs. tank fight. This battle features a smallish, German combined arms team that must advance into the maw of death, as the Soviets are hiding in limiting terrain from the beginning. As hoped, we both maneuvered wildly and many tanks were spotted, hit and eliminated on both sides, ultimately resulting a hard-fought draw.

My opponent agreed that this is a fun scenario to play if one wants to learn how to effectively deploy one's armored assets. My only issue, is as others have pointed out -- that there is a rather limited counter mix. I give this one a 4, and recommend it for shared, or solo play.

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Win or fight
Author Matt W (Soviet Union)
Method Face to Face
Victor Draw
Participants Hugmenot (AAR)
Play Date 2012-08-18
Language English
Scenario PaGr043

This is a pretty straight forward armor battle. The Germans have some infantry which will matter if the Soviets let it. The Soviets have the advantage of limiting terrain (a town and a hill) and can hit the German tanks before they can see the Soviets. In doing so, the Soviets, of course become seen and the whole thing has to start all over again.

The Germans were ultimately able to kill off enough Soviet tanks to compensate for the tank losses they experienced early in the game, primarily because the Soviets chose to fight rather than run (a dumb idea in retrospect).

This is a massively replayable scenario with lots of possibilities to both sides for tactical nuances. It is also a tremendous way to learn about playing with armor. I give it a "3" and not higher only because fo the limited force mix.

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Nice Armor Intro Scenario
Author Hugmenot (Germany)
Method Face to Face
Victor Draw
Participants Matt W (AAR)
Play Date 2012-08-18
Language English
Scenario PaGr043

Played ftf against Matt W.

We called War on the Equator #6 early and thus we had enough time left for a short scenario. I selected this one as it was only 9 turns long.

The Soviets set up all their tanks in town except for one lone tank on the hill. German advance along three axis.

The Soviets already have achieved their victory condition by turn 5 when the German infantry assault the lone tank on the hill. All remaining German tanks make haste towards the town and move next to the Soviet tanks. The Germans win the initiative at a critical moment and inflict a six step lost on the last turn to achieve their victory condition.

Draw.

It's a fun, quick scenario and a great introduction to armor and assault mechanics. A very good scenario to play against someone new to PG in my opinion.

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