Panzer Grenadier Battles on January 16th:
Panzer Grenadier #50 - Red Vengeance Sinister Forces #12 - Red Vengeance
Errors? Omissions? Report them!
Still Loving You
Aphelion 2015 #2
(Attacker) East Germany vs United States (Defender)
Formations Involved
East Germany 1st Leipzig Polizei Bereitschaft

Overall balance chart for ApPA002
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
Scenario Rank: --- of 598
Parent Game Aphelion 2015
Historicity Alt-History
Date 1951-11-01
Start Time 15:30
Turn Count 24
Visibility Day
Counters 49
Net Morale 1
Net Initiative 2
Maps 1: 25
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 158
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Road Control
Randomly-drawn Aircraft
Scenario Requirements & Playability
Aphelion 2015 counters
Elsenborn Ridge maps + counters
Patton's Nightmare counters

Unwilling to let the running dogs of capitalism control a vital location on the sovereign territory of the German Democratic Republic, the Alert Police called in their small armored contingent and organized a prompt counterattack. The much better weaponry of the imperialists, built with the sweat and blood of oppressed peoples, would not deter the vanguard of German communism. A new day for the international workers movement would begin here in the forests of western Saxony.


A quarter century after the fall of the Berlin Wall, it's easy to forget that for many, the German Democratic Republic represented an ideal for which they would gladly fight and die, especially in its early years. The bravery of the East German forces therefore shouldn't be easily dismissed, though at this stage of the army's development their tactical wisdom was likely questionable.

Additional Notes

Note the East German OOB includes the entire for POL and HMG units twice. Only 8 POL and 3 HMG are to be used in total.

American INF are considered recon units.

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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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

East Germany Order of Battle
  • Mechanized
  • Motorized
United States Order of Battle
  • Mechanized

Display AARs (1)

Scattered Survivors
Author thomaso827
Method Solo
Victor United States
Play Date 2016-01-10
Language English
Scenario ApPA002

This 24-turn scenario has the East German polizei attacking after the US troops took the hill earlier on board 25, and this time the attacker came in from the correct edge. :) East Germans trade their OBA and AT guns for armor in the form of 3 T-34/76s, a Ba-64 and an Su-76. Leader generation was better but still had that 6 Kommissar, more a danger to himself than a help to his komrades. US start with the same OB as scenario 1, including 2 turns of air support attempts, and pretty much like the first one, the planes came, saw and missed. Then things changed. Yesterday, the US lost 1 step. Today, for most of the 14 turns the game lasted, the losses were even. The stack of T-34s eliminated outright (modified roll of 13) one of the US M-24s early on, then the large Police force entering towards the north end of the east edge moved forward with 4 stacks of a total of 6 Pol and 2 HMGs lead by the Cpt and LT surrounded the US Major and his troops on the high ground while the southern element moved to whittle away at US troops in 0910 and 1010. As the first East German stack, the Ba-64 and Su-76, moved up, the LT and his force in 1010 got carried away and assaulted, losing 2 steps before the CPT in the adjacent hex arrived and turned the tables on the assaulting Police units. The Su-76 died quickly while the armored car lost a step, demoralized and then fled as East Germans moved up and into the assault. Things went back and forth in the assault but finally the US prevailed there, the only East German force left on the south half of the hill being the 2 mortars on the 40m hill and some surviving Police troops with no leaders. Over the course of the game, every one of the East German leaders, including the Kommissar. To win, the East Germans had to control the crossroads hex, and the last T-34, the one with the tank leader, was engaged in assault and destroyed in turn 14. The mortars could make things uncomfortable for the US but only as long as it would take for a couple of stacks to move up and assault them, and there was nothing they could do to control the crossroads after the suriving M-24 moved onto it, so game called, US win.

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!