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!
Facuti Town
Panzer Lion #3
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 24th Panzer Division
Germany Grossdeutschland Division
Germany Grossdeutschland Fusilier Regiment
Germany Kampfgruppe E
Germany Kampfgruppe W
Soviet Union 109th Tank Brigade
Soviet Union 3rd Guards Airborne Division
Soviet Union 6th Guards Breakthrough Tank Regiment
Display
Balance:



Overall balance chart for PzLi003
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 Panzer Lion
Historicity Historical
Date 1944-05-02
Start Time 10:00
Turn Count 16
Visibility Day
Counters 132
Net Morale 0
Net Initiative 0
Maps 2: 16, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 177
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Elsenborn Ridge Maps
Panzer Lion Base Game
Road to Berlin Maps + Counters
Introduction

Frantic messages from the Fusileirs' commander in Facuti indicated over 30 enemy tanks had already broken into the town. Manteuffel ordered Col. Horst Niemack to hold at all costs while 24th Panzer Division rode to the rescue.

Conclusion

German war correspondent Heiner Mayer was assigned to the battalion headquarters at Facuti and left a fanciful account of the fighting. His story tells how only the iron will of Col. Niemack and the courage of his boys carried the day, while acknowledging that the hard-riding men of 24th Panzer may have helped a bit. In truth, the fusiliers fought the elite guardsmen and their heavy tanks to a standstill inside the village before help arrived. Kampfgruppe E stopped the few Soviets that had bypassed the town while Kampfgruppe W charged over a ridge just east of town and routed the attacking Soviets.


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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
Guards
  • Mechanized

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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Third Time's a Charm
Author Hugmenot
Method Solo
Victor Soviet Union
Play Date 2012-07-23
Language English
Scenario PzLi003

My third Panzer Lion scenario.

I find my ability to assault towns defended by higher morale troops to be severely lacking; not only do I have trouble creating weak points in the defensive lines, I have difficulty identifying the moment when I should commit my reserves.

But I am learning and (I hope) improving, and I am enjoying the journey.

The Soviets went for a frontal assault the first time I attempted this scenario and the Germans had no trouble reinforcing the town and repulsing the attack. I gave that one up midway through turn 8 as it was clear this was the wrong Soviet strategy. I sent a few Soviet units to delay the German reinforcements but not enough and the Germans were able to seal them off without taking much casualties. I also gave up on that attempt on turn 8.

This was my third attempt at this scenario.

I used the same German setup I used for the previous two attempts. One GRE dug in 0709 on map 25 to deny the Soviet armor from reaching the town too quickly, and another GRE dug in farther south on map 25 for the same purpose. The mortars set up on top of the western hill with a 75mm IG and a GRE screen in front, and the remaining units in or next to the town.

The Soviets enter in 4 groups. The RKKA T-34s with SMG riders start on the road and their job is to bypass the German roadblocks. Their primary objective is to set a screen to prevent the German reinforcements from easily reinforcing the town but I also detached a few units to start applying pressure in the north east sector of the town. The Guard JS-II with SMG riders are to eliminate the German roadblocks and then help in stopping the German armor from reaching town. The third group (6xINF, 3xSMG, all guards) enters east of the road and rushes towards the town, ready to put pressure on the north, east, or south depending on developments. The remaining group – infantry, mortars, and AT guns - are to move along the road and assault the town.

10:15. The JS-IIs and SMGs eliminate the first German roadblock on turn 2 when the GRE failed a morale check and is shot down trying to leave the assault hex. The main Soviet force can march down the road at full movement allowance. Germans have lost 2 steps, Soviets 0 (2-0).

10:45. Germans failed their first reinforcement roll. Germans OBA reduces a SMG riding a T-34s and the mortars eliminate it. The riderless T-34C takes a pot shot at the Germans and scores a lucky hit, reducing a HMG platoon and eliminating their leader. Two T-34s unload their passengers and all move into assault position next to the weakened hex. The other five T-34s continue on towards the south of town. (3-2)

11:00 Germans failed their reinforcement roll again. The five T-34s and the SMG continue their journey south and three are already in position to take a shot as the transport units should the Germans decide to try to ride to town. The Soviets assault the weakened hex and eliminates the 75mm AT gun. (4-2)

11:15. German failed their reinforcement roll again and the five T-34s and SMGs form a defensive barrier to the south of the town to make it impossible for the German reinforcements to make it to town without encountering serious resistance. The town assault continues with both sides losing a step (5-3).

11:30. The Germans receive their armor reinforcements but not their foot reinforcements. The panzers move into position to battle it out with the T-34s and lose a step in the process. The Soviets lose a step in an assault in town (7-4).

My thinking at this point was the German panzers would need to punch a hole through the Soviet armor if they were to keep contesting the town. The Russian main force was nearing town and this meant the Soviets would soon have a large advantage in numbers in assaults.

11:45. The Germans made their infantry reinforcement roll. German reinforcements enter the board and will try to encircle the German screening force from the south east. A couple of panzers move towards the infantry to support them while two panzers shot at, and reduce and demoralize a T-34. The Soviets win an assault and eliminate the last half platoon defending the hex; first town hex under Soviet control. Not much happening this turn as fog of war happened after both sides had three activations. (8-6).

12:00-12:15. Two more short turns – only 4 activations for each side on turns 9 and 10. The Soviet main force joins in the town assault while the German reinforcements are trying to punch through the Soviet defensive arc. (10-10)

Looking back at turns 8, 9, and 10, I doubt I prioritized my activations correctly. It’s possible I played too much ASL in my teens/twenties and I am too focused on preparation fire early in the turn. I will consider it as just another aspect of my game with lots of room for improvement.

12:30. Assaults everywhere resulting in disruption and demoralization, especially on the Soviet side. The Germans are putting the pressure on the T-34s. The T-34 move back out of assault range and a few INF platoons from the main force now act as the first line of defenders. (11-10)

12:45. A good turn for the Germans as they eliminate four steps of Soviet infantry while losing only 1 of their own. It looks like the breakthrough is imminent and the issue will be decided in town (12-14).

13:00. A very bloody turn that could have gone better for the Germans had they rolled better than “1s” and “2s” in their assaults and failing every morale check. Germans lose eleven steps (including two steps of armor) and two leaders. Soviets lose 7 steps including an over-aggressive T-34. The Soviets gain control of a second town hex. (23-21).

Disaster for the Germans! I thought they had a good chance at getting a draw or a minor victory after turn 12 but so many infantry disrupted and demoralized this turn, it looks like it will befall on the armor alone to contest the town hexes under Soviet control.

13:15. The Germans need to be aggressive to draw and move their armor towards the town. The Soviet tankers said thank you and eliminate three steps. Soviets try to finish off the demoralized infantry and did well, eliminating 7 steps. The only problem is eliminating the German exposes them to the OBA and the just recovered German troops and they lose 5 steps, including 1 T-34 step. (36-27)

As the Germans have armor which can contest the town hexes and with the possibility of a few lucky rolls, I decide to continue and see if the Germans can achieve a draw.

13:30. The Germans won the initiative and contest one town hex. The panzer platoon is reduced and demoralized. The Soviets use their first activation for the JS-II and eliminate two steps of German armor. The Germans use their second activation to contest another town. The Soviets counter-attack the first contested town hex and eliminate the panzer.

With the Germans having lost 44 steps to the Soviet 27, and the Soviets controlling 1 town hex, I decided to end the scenario here as the Germans had no strength left to score another 5 points and change the victory level.

Soviet Major Victory.

I rate this scenario a strong “4” and I believe this one plays well both solo and face-to-face.

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