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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Fast Divisions
Peace in Our Time #5
(Attacker) Germany vs Czechoslovakia (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for PiOT005
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Peace in Our Time
Historicity Alt-History
Date 1938-09-30
Start Time 06:00
Turn Count 32
Visibility Day
Counters 453
Net Morale 0
Net Initiative 0
Maps 8: 1, 102, 103, 23, 25, 3, 6, 7
Layout Dimensions 112 x 86 cm
44 x 34 in
Play Bounty 320
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Breakout
Inflict Enemy Casualties
Meeting Engagement
Road Control
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Broken Axis Maps
Elsenborn Ridge Maps
Fall of France 1 Counters
Fire in the Steppe Maps + Counters
Peace in Our Time Base Game
Introduction

In the center of 14th Army’s advance, the German 4th Light Division was to protect the right flank of the advance on Brno. Having stuffed the 2nd Panzer Division on the advance’s left flank, the Czech 4th Fast Division crossed behind the 2nd Border Group’s blocking positions to strike the advancing Germans head-on. The 4th Light Division, formerly the Austrian Federal Army’s Fast Division, had only been formed in April.

Conclusion

While the fast divisions of both armies had their origin in the cavalry branch, only the Czech version retained horsed regiments. The German light divisions affected cavalry nomenclature, but their “cavalry” was mounted in trucks. While that gave the Germans a substantial advantage on the battlefield, the Czech division had a battalion of actual tanks instead of the worthless vehicles wielded by the German light division – and the 4th Light Division supporting 2nd Army had three such battalions.

Additional Notes

You will need to make additional Peace in Our Time pieces.


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
  • 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

Czechoslovakia Order of Battle
Army
  • Motorized
Germany Order of Battle
Heer
  • Mechanized

Display Errata (4)

4 Errata Items
Scen 5

Set up for the Germans states enter on Turn one "south edge of board 22" but there is no board 22, going to say that is a typo

(Juiceman on 2022 Sep 25)
Scen 5

Czech Only VC states: "...exit North Edge" Czech forces enter from North Edge, "South Edge" makes more sense

(Juiceman on 2022 Sep 25)
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)

Display AARs (1)

#5 Fast Divisions
Author Juiceman
Method Solo
Victor Czechoslovakia
Play Date 2022-11-01
Language English
Scenario PiOT005

Buyer beware, this is a massive scenario, 8 maps, 453 counters, of which 134 are trucks, yes trucks (76 German, 58 Czech) and 74 total leaders on both sides all for a meeting engagement.

Two key victory conditions help concentrate the fighting, control of the lone N-S road (20vp) as well as control of each town hex (24vp), along with the usual steps eliminated and each side has exit victory points they can earn, which neither side was able to achieve since all of their units were engaged in trying to control the N-S road & all the town hexes they could capture.

The German infantry marched up the N-S road once again clashed with their Czech counterparts but could not advance deeper into map 25 once the Czech armor come into play, the Pak36s tried to redress the balance but once spotted they were pounded into twisted metal by Czech mortar and OBA fire. The supporting PzIIs tried to set up the crossfire bonus but were overwhelmed by the Czech LT35 light tanks.

On one flank the recon forces from both sides duked it out, the Czechs had a mixed force of cavalry and bicycle troops supported by two companies of LT34 light tanks along with a company of armored cars. The Germans met this force with a battalion of motorcycle troops, supported by an infantry company and armored cars. They fought for the town on map 1, with the Germans getting to the town first with fighting going back and forth before the Germans were pushed out of the town near the end of the game.

The remaining German forces, a battalion of PzIs supported by two infantry companies tried holding onto the town on map 3 against a determined Czech attack consisting of engineers, a motorcycle company supported by two companies of LT35 light tanks, needless to say the German infantry fought hard for the town but the PzIs were no match for the light tanks, even with supporting Pak36s.

Overall not a bad scenario, a number of different unit types which made play interesting, making the extra counters was a pain, unless you can play it on Vassal.

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