Panzer Grenadier Battles on February 24th:
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Timoshenko's Strike
Eastern Front #38
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 4th Panzer Division
Soviet Union 50th Tank Division

Overall balance chart for EFDx038
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
Scenario Rank: --- of 609
Parent Game Eastern Front
Historicity Historical
Date 1941-07-13
Start Time 06:30
Turn Count 40
Visibility Day
Counters 114
Net Morale 1
Net Initiative 2
Maps 6: 1, 2, 4, 5, 6, 8
Layout Dimensions 129 x 56 cm
51 x 22 in
Play Bounty 108
AAR Bounty 163
Total Plays 3
Total AARs 1
Battle Types
Kill Them All
Meeting Engagement
Road Control
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Eastern Front maps + counters

As the German panzers surged toward Smolensk, the Red Army's Western Front ordered the battered 4th and 13th Armies to strike the southern flank on the penetration. German Gen. Heinz Guderian claimed that 20 fresh divisions had been thrown in by Marshal Semyon Timoskenko, but in reality these were local counter-attacks launched with considerable spirit. Near Proposik, the ill-equipped Soviet 25th Mechanized Corps hit XXIV Panzer Corps.


The 50th Tank Division, a second-line unit at the start of the war, had managed to avoid the utter disasters that had befallen most other Soviet armored units. But Guderian's panzers brushed the division aside and continued their march toward Smolensk, while the Panzer Leader managed to grossly inflate his opposition's strength.

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).
  • 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.
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (4)

4 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 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 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 tough balancing act
Author Brett Nicholson
Method Solo
Victor Germany
Play Date 2014-06-02
Language English
Scenario EFDx038

My modest playing area allows for just a 6 map capacity. Usually during the course of a scenario I can eventually remove a few of the boards once units have made contact but there was no chance of that with this one. This battle was literally, "all over the place". The reason being that the Soviets have to try to keep at least one unit on four separate road areas running east-to-west; two of those roads on the northern map and the other two on the south one. The two forces facing each other are about equal in strength but ultimately that will favor Germany being on the defense and that their VCs are a little more relaxed, just having to prevent one of the four road hexes from being occupied at the scenario's end. The larger town hexes on the southwestern map are treated as woods and combined with the exisiting woods hexes made for a lot of foilage. This one large wooded area also divided the southern east-west road and would also provide the setting for a very long and drawn-out forest fight between the bulk of the opposing foot units. Meanwhile, most of the opposing armored units would fight it out in every other corner of the frontier.

The Germans intially had a tough time pushing through the southern woods where the Soviets met them head-on. But German foot unit losses were very light compared to the Soviet's and eventually the assaults there would favor the attacker. This was the portion of the battle that the Soviets had to win and in time all Soviet leaders (except for the Kommisar), foot and support units there would be annihilated by 14:45/turn 34. It would be too tedious to attempt to write or account for the duration that particular battle. It wasn't easy for the Germans to accomplish that feat but once that area was secured so too was the German victory. What kept things interesting the duration were the armored engagements that took place further north; in that case the Soviets fared much better. The thin-skinned Bt-7s were able to use their high speed to reach some hills in the northeast and dig-in there by that east-west road, effectively bringing their armor value up from a 1 rating up to a 3. This would put them on par with the PzIIIFs. However, to get to them the panzers would have to get through the one T-34A platoon guarding the road. The PzIIIFs were able to manuever around the T-34s and survive a few lucky misses to effectively arrange crossfire at long range. Then the one platoon of PzIVEs rolls out from the cover of the central town to complicate things more. The T-34 platoon is not efficient so it only gets one shot. And what a shot it was rolling "boxcars" eliminating the entire PzIV platoon in one swipe. However, that would be the T-34s swan song as every shot after missed the lowly PzIIIs and their crossfire finally took the T-34s out.

The Soviet T-26s saw plenty of action as well and outfought most of the other panzers. However, in the end all but one of the roads had been cleared of Soviet armored units once German infantry caught up with them. As horrible of a loss this battle was for the Soviets, two platoons of Bt-7s and a reduced T-26 survived the duration of 40 turns. Other than trucks the only other Soviet unit to survive this debacle was the Komissar who was kept very busy through out the course of events. The Kommisar became infuriated a few times with Soviet units that failed to rally and at one point hopped onto a reduced and demoralized T-26 unit, opened up the hatch and shot the entire crew. Also, was interesting to watch the many pathes the Kommisar took to attempt to reach demoralized units far away; once half the distance was covered a unit would get polished off and the KOM would be moving in an entirely new direction but then get foiled again. Despite the KOM having a "10" rating his success rate in "re-educating" units was only about 50/50.

Anyway, that about wraps this one up in brief. It wasn't the most enjoyable EF experience, especially with a very cramped playing space. Midway, a Soviet victory was already deemed highly unlikely but a lot of effort was made to frustrate the Germans; being a solo play it ultimately served to frustrate myself to that effect. I still give a "3" however because I like a good tank battle and in that aspect this one delivered.

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