Panzer Grenadier Battles on February 23rd:
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Drive on Kirkuk
Grossdeutschland 1946 #7
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 12th Tank Corps

Overall balance chart for Gr46007
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
Scenario Rank: --- of 609
Parent Game Grossdeutschland 1946
Historicity Alt-History
Date 1946-07-01
Start Time 06:30
Turn Count 24
Visibility Day
Counters 241
Net Morale 1
Net Initiative 1
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 206
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Meeting Engagement
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Afrika Korps counters
Desert Rats maps + counters
Eastern Front counters
Grossdeutschland 1946 counters
Road to Berlin counters

The Soviet Union had an interest in Kurdish affairs, supporting the Kurdish Republic of Mahabad in northwestern Iran. A German thrust against Iraq's oil fields would also have brought a reaction from the Red Army's garrison of northern Iran. Large Soviet forces invaded northern Iran in August 1941, remaining until 1946; Germans operating in Iraq would have more than just the British Tenth Army with which to contend.


Grossdeutschland did not fight in the North African desert during the Second World War. Soviet troops experienced desert combat in Mongolia in 1939 and 1945 against the Japanese. The Kurds, with "no friends but the mountains," turned to the Soviets for assistance in their quest for an independent state. They would be abandoned by their patrons in 1946, only one in a long line of such betrayals.

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
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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).

Display Order of Battle

Germany Order of Battle
Grossdeutschland Division
  • Misc
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Motorized

Display Errata (4)

4 Errata Items
Scen 7

OOB stipulates Germans get 2x FL-282 but doesn't specify to use the M or P variant. Until an official errata is received I suggest allowing the German player to choose whether the helicopters carry the AT Missile or not.

(GeneSteeler on 2012 May 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 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)

RKKA Slaughtered (Again)
Author GeneSteeler
Method Solo
Victor Germany
Play Date 2012-06-22
Language English
Scenario Gr46007


1946 - Hypothetical

The main objectives:

Meeting engagement. Capture the high ground and inflict casualties.

Time = 6 hours (24 turns)

Opening Thoughts

Yikes. Meeting engagement of the GD army versus the RKKA?! I’m giving the GD odds of 100:1. ;) This is not going to be pretty.

Although the Soviets do have pretty good tanks, the Panther IIIs are just so deadly. To have a fighting chance they’ll have to target the Panthers with their air support and Pershings before they can wipe out the Soviet armour.

The foot battle is strongly skewed in the German’s favour. With double the firepower, those Stormtroopers will wreck havoc on the low morale Soviet infantry. Also, the Katzchen will add to their firepower. If the Soviets can’t win the tank battle, then foot battle will be disaster.

German strategy is to take their two hills while pressing the armour up the centre road. German infantry will advance in APCs outside of Soviet armour sight/range.

Soviets will abandon their vulnerable trucks and advance on foot. They can move almost as fast across the desert sand and hills anyway.


Germans enter in the north, Soviets enter from the south.

I have 3 pages of notes to outline how the battle unfolded. I’ll summarise with this: German forces were unstoppable and quickly broke the Soviets. By turn 18 the last Soviet unit was eliminated and one demoralised Soviet Captain fled the battle.

Some highlights of the battle:

The AT Missile loaded helicopters closed in on the Pershings but were shot down!

X7s raced forward in their APCs and unloaded against the Pershings. They were then smashed by Soviet OBA.

By turn seven the casualty count was 24-75.

T-34s squared off against the Pz42ts and kept them busy enough for the Soviet SMG platoons to close in and assault the German armour. 5 platoons of Pz42t were eliminated.

Germans only lost 51 step-equivalents in the battle. Soviets lost everything. (guess 200 steps?)



I’m going to “copy” most of my Aftermath from scenario 6. Because it is the same.

This was a major slaughter. Soviet RKKA just didn’t have a chance. The excellent German leaders and incredible firepower of the Grossdeutschland army made it look very easy against the low morale RKKA.

Although some fun is had with the German helicopters, this scenario is really too imbalanced for anything but solo play. There are much better scenarios to enjoy in this module.

Scenario 8 is against the British and their Centurions. That should be a much closer battle!

Scenario Rating: 2/5 – For massive imbalance.

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