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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Operation MARS #20: Molodoi Tud River Blues III: Tough Ride
Tank Battles #32
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 312th Infantry Regiment
Soviet Union 135th Rifle Division
Display
Balance:



Overall balance chart for TaBa032
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 Tank Battles
Historicity Historical
Date 1942-11-26
Start Time 09:00
Turn Count 39
Visibility Day
Counters 231
Net Morale 1
Net Initiative 1
Maps 4: 1, 3, 6, 8
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 220
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Counters
Tank Battles Base Game
Introduction

The men of the 135th Rifle Division, under Colonel V.G. Kovalenko, advanced again against the German lines. Fortified by an extra vodka ration against the winter cold, they would attempt one more time to drive into the defensive position. The fifty tanks of the 81st Tank Brigade were attached for support. The 312th Infantry Regiment wearily took up their weapons.

Conclusion

Colonel D.I. Kuz'miv died during the attack. Soviet leaders were so worried about reprimands from on high that they led from the front (Zhukov had made himself clear regarding what was expected from his men). In very bitter fighting the Germans lost the village of Palatkino and were unable, despite repeated counterattacks, to retake it.

Additional Notes

Counters from Heroes of the Soviet Union may be used in place of those from Red Warriors.

The German StuG IIIg originally had an AT value of 5-8 in the game system, later the AT value was changed to 6-8. The 5-8 AT value would better describe the StuG IIIf, a vehicle which never officially entered the PG universe. For players not using Heroes of the Soviet Union or Red Warriors counters, use 5-8 for the AT values.


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).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

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

Display Errata (8)

8 Errata Items
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 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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)

Tank Battles #32
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2023-02-02
Language English
Scenario TaBa032

This was the largest bloodbath in a scenario I have ever played. A massive Soviet force with low morale must plod through the snow, across 4 maps, taking it too a large German force that more or less only has infantry and artillery.

Germans set up their main body in the woods on 6, set up in as good of a line as they can. They sent forward a reinforced company of infantry into the woods on 3 to spot for arty and create a speedbump for the Soviets. The longer they can hold out, the longer the Germans can pummel them with arty before they hit their main line.

Soviets set up their massed arty in the town on 3, with a path for their turn 1 tanks to rush through. The infantry mass sets up along the river towards the west, leaving the clear approach on the east to hopefully advance through cover in the woods on 3 before hitting the German line. The plan is to just throw what they have forward while shooting up the tough spots, nothing unusual. The hope is to break the back of the line before the German reinforcements arrive. If they are set up in a good position by the arrival of the German Stugs they can hopefully win the duel and push on to the town on 1.

The German company on board 3 does its job, but is ultimately wiped out. The constant artillery manages to break up about half of the Soviet formation, which with armor support crashes into the Germans on 6, themselves depleted by the Soviet arty which is just as powerful as the Germans. Eventually the tides of bodies win out, and the Germans wither, simply having less. The Soviets then win the tank duel and take the town, with not much of a force left.

Casualties are massive on each side but the Soviets end up on top.

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