Panzer Grenadier Battles on December 11th:
Arctic Front Deluxe #3 - The Sausage War Heroes of the Soviet Union #2 - Futility
Afrika Korps #17 - Catanzaro Division, Southern Sector Heroes of the Soviet Union #11 - Second Guards Cavalry Corps
Afrika Korps #18 - Catanzaro Division, Eastern Sector Lions of Finland #3 - Winter Fury 2: The Sausage War
Arctic Front #3 - Winter Fury 2: The Sausage War Little Saturn #3 - The Ordeal Begins
Desert Rats #5 - Libyan Defiance Tank Battles #2 - Little Saturn #2: Seizing the High Ground
Desert Rats #36 - Thomson's Ridge : Morning Phase Tank Battles #45 - Operation MARS #33: Still Trying
Desert Rats #37 - Te Ope Maori Hikoi Kia Toa ("Maori Battalion, March to Victory")
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Pocketed
Eastern Front #55
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 4th Panzer Division
Soviet Union 104th Tank Division
Display
Balance:



Overall balance chart for EFDx055
Total
Side 1 6
Draw 1
Side 2 1
Overall Rating, 8 votes
5
4
3
2
1
3.5
Scenario Rank: 247 of 588
Parent Game Eastern Front
Historicity Historical
Date 1941-08-04
Start Time 09:30
Turn Count 36
Visibility Day
Counters 88
Net Morale 1
Net Initiative 2
Maps 4: 3, 4, 5, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 84
AAR Bounty 141
Total Plays 8
Total AARs 4
Battle Types
Kill Them All
Road Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front maps + counters
Introduction

South of Smolensk, the Soviet "Group Kachalov" of 28th Army prepared for a strike northward into the right flank of the German forces in front of Smolensk, hopefully surrounding the Germans then fighting in the Yelnia salient. Heinz Guderian turned the tables on Kachalov with an unexpected strike at 28th Army's own left flank. Within days, it was 28th Red Army fought to keep a corridor open for Kachalov's escape.

Conclusion

Taken by surprise, 28th Army found its own flanks collapsing on either side. Though 104th Tank Division fought hard, it was facing German assaults from two directions and eventually gave up the vital corridor. The division's survivors made their way through the German lines anyway, and received a new name (145 Tank Brigade) and new vehicles (T-34's) and fought well enough to earn Guards status.


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
  • 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

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

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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (4)

Why we actually look at the number of turns in a scenario
Author Matt W
Method Solo
Victor Germany
Play Date 2008-08-03
Language English
Scenario EFDx055

If you commit your troops too early you will risk running out of troops before the end of the battle. Patience, grasshopper! In this one I committed the Soviet tank forces too soon and watched them vaporize 1/3 of the way in. The Germans then methodically (is there any other adjective when discussing 1941 German army efficiency?) mopped up the rest. A less impetuous Soviet defense could have caused much more of a headache to the Germans. I'm afraid that my silly use of armor handed this one over on a silver platter.

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It's supposed to be mobile warfare, dummy!
Author gulatum (39)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad (AAR)
Play Date 2012-07-24
Language English
Scenario EFDx055

In this scenario, the only disadvantage the Russians don't face is lower morale for their reduced units. Otherwise, they are simply outclassed by the Germans in every aspect of this scenario. That being said...

About half the Russians seized the field in the middle of the southern half of the board, while the rest held tight to defensive positions on the hill and in the field to the northwest. BIG MISTAKE. I should have kept my guns limbered and used them to deter armored probes; instead they were sitting ducks (even dug in) against the artillery and air strikes. The Russians did manage to cause the Germans at least momentary annoyance, using the BT-7's to dart out and eliminate some SPW251s early in the game. The field gambit, however, just crumbled under German pressure. No infantry survived that cauldron, but three tank platoons managed to limp back to the final defensive line.

Going into this scenario, I had been hoping to watch and learn from my opponent how to better handle infantry/armor coordination on the attack. What I got out of it, however, was that a dug-in gun is a dead gun. Static defenses more often than not are untenable positions.

I think the NKVD guys are here to take me to see Comrade Stalin...

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Leadership was the difference
Author davidthedad (13)
Method Dual Table Setup + Voice Chat
Victor Germany, Germany
Participants gulatum (AAR)
Play Date 2012-07-24
Language English
Scenario EFDx055

Being overconfident the Germans with superior leaders, higher morale, better artillery, and superior direct and antitank fire overextended themselves in racing to engage the enemy in the field on board 4. The Soviets laid a trap that sprung when their Bt-7s came roaring out of the field cutting apart loaded spw251s and some armor cars. The German initiative dropped from 4 to 3 and it took over 2 hours to clear the field and begin to organize again on the offense. Slowly the soviets began losing men and equipment, until the Germans regain the advantage they had at the being of the game with the initiative and firepower. The hill on board 5 was heavily defended but the leadership displayed by the German officers carried the assault and the day.

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Well Managed Assault
Author arixius
Method Solo
Victor Germany
Play Date 2015-12-06
Language English
Scenario EFDx055

The Germans had to clear all the Soviets from a road in 36 turns. The Soviets deployed along the road and dug-in. Additionally, the Soviet's speedy armored car planned to dart around near the end of the scenario threatening to grab any available road hex for a quick win. Since some Germans will have to chase the armored car and every road hex will have to be assaulted the strategy was to run out the clock.

The Germans were patient. They moved just out of the Soviet's weapon range and let the HMGs, air and arty grind the Soviet foxholes. This continued this for 18 turns! By then a good third of the Soviets were gone. Then CHARGE! The available leadership, better weapons and higher morale blitzed the remaining Soviets. After only 7 turns after the charge the road was cleared. Oh, the armored car? It kept two German tank units busy chasing it around and that did keep them out of the assault. But the car met its end while hiding in a bit of woods.

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