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 Bridge at Borisov
Panzer Grenadier #51
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 52nd Motorized Infantry Regiment
Soviet Union 50th Rifle Division
Display
Balance:



Overall balance chart for PaGr051
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 913
Parent Game Panzer Grenadier
Historicity Historical
Date 1941-07-01
Start Time 12:00
Turn Count 28
Visibility Day
Counters 152
Net Morale 0
Net Initiative 2
Maps 4: 1, 2, 3, 8
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 174
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
River Crossing
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Panzer Grenadier Base Game
Introduction

ARMY GROUP CENTER, 1 July : A flying column of 18th Panzer Division, composed of elements of 18th Panzer and 52nd Motorized Infantry Regiments, drove for the bridge over the Berezina River near the town of Borisov. General A.I. Eremenko, commander of the Western Front, ordered the bridge held at all costs.

Conclusion

The flying column closed on the bridge, but stout Soviet defense held the span. By mid-afternoon additional Germans arrived and captured the bridge thanks to overwhelming numbers. The Soviets promptly counterattacked, driving the Germans back but failing to recapture the bridge.


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)
  • Motorized

Display Errata (9)

9 Errata Items
Scen 51

Add to Soviet 50th Rifle Division initial set up: 12 x INF, 6 x INF reduced, 4 x HMG, 2 x HMG reduced, 3 x 82mm, 1 x 120mm, 1 x 37mm, 4 x 45mm, 3 x 76.2mm, 9 x wagon.

(rerathbun on 2012 Feb 22)
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 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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

A Draw at Borisov
Author treadasaurusrex (Germany)
Method VASSAL
Victor Draw
Participants OldPueblo
Play Date 2023-10-28
Language English
Scenario PaGr051

This was a 6-session, online, play-through that ended in a frustrating draw. I played the attacking German side, and Old Pueblo led the Soviet defenders in this 4-map, 28-game turn boxing match on the Berezina River. We used the FOW, consolidation, extended assault, smoke/illum, tank riders and excess initiative optional rules. We also allowed all foot & mechanized units to move at the rate of 1 MP per clear or town hex, instead of the stultifying 2/3 MP in the RAW.

This one was a, broad-front, foot race for the Germans to get into position to cross the major river on Map 3, at either the bridge, or by traditional river crossing. We drew middling sets of leaders, with the Huns selecting a slightly better random draw. Both sides have only single ENG units, and the one, very lucky Axis air strike was able to eliminate the Soviet engineer unit before it could blow the bridge. Without this good fortune, the Germans would likely have lost this scenario. Instead, by dint of very hard fighting against a clever & challenging opponent, they were able to get a fair number of units across the river, in spite of several Soviet counter attacks in built-up areas. German combined arms, adjacent-hex firefights and close assaults, made the difference once the two sides were in decisive engagement range. Casualties were vey heavy for both sides with 28 steps lost and 4 leaders for the Soviets; and 12 steps and 6 leaders lost for the German invaders. However, the ardent landsers failed to take all of the town hexes on Map 2, resulting in a hard-fought, draw.

We recommend this, decently-balanced, scenario for SHARED or SOLO play. I give it a rating of 3.

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