Panzer Grenadier Battles on February 24th:
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Stalking the Night Fantastic
Patton's Nightmare #12
(Attacker) United States vs Soviet Union (Defender)
Formations Involved
Soviet Union 20th Independent Tank Battalion
United States 14th "Liberators" Armored Division

Overall balance chart for PaNi012
Side 1 4
Draw 0
Side 2 0
Overall Rating, 3 votes
Scenario Rank: --- of 609
Parent Game Patton's Nightmare
Historicity Alt-History
Date 1947-08-29
Start Time 21:15
Turn Count 20
Visibility Night
Counters 18
Net Morale 0
Net Initiative 0
Maps 2: 18, 21
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 148
AAR Bounty 150
Total Plays 4
Total AARs 3
Battle Types
Kill Them All
Hidden Units
Scenario Requirements & Playability
Elsenborn Ridge counters
Patton's Nightmare counters
Road to Berlin maps + counters

"It's simple, Colonel Hecht. Go out there, find those Russian tanks that are harrying my fuel trucks, and kill them. If you don't, report to HQ at 0700 and bring a pen to sign your resignation papers. Dismissed!" With that, Brigadier General Fontaine placed the handset back in the cradle. Feeling a deep ache in his bones, Colonel Hecht strode out of the command tent in the deepening twilight and stepped up onto the tread of his M29.


Hide-and-seek in the dark, with armor piercing rounds. That will keep you awake. The Americans must find and destroy the Soviets, not letting them run and hide in the dark. They may lose a few tanks doing this, but c'est la guerre. The Soviet obviously needs to hit hard and run, avoiding pitched battles wherever able. No one would envy Col. Hecht his task.

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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Soviet Union Order of Battle
Army (RKKA)
United States Order of Battle
  • Leader

Display AARs (3)

Patton’s Nightmare, scenario #12: Stalking the Night Fantastic
Author JayTownsend
Method Solo
Victor United States
Play Date 2012-09-07
Language English
Scenario PaNi012

Patton’s Nightmare, scenario #12: Stalking the Night Fantastic

Tanks hunting tanks in the dark, but with limited illumination rounds, now this was a really fund scenario for me! It was American Minor Victory and I will post a better AAR later but before I do, I want to play it again and see if I can do better.

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Patton’s Nightmare, scenario #12: Stalking the Night Fantastic
Author JayTownsend
Method Solo
Victor United States
Play Date 2012-09-07
Language English
Scenario PaNi012

Ok, I did another play of this scenario as it’s a quick one even with 20 turns but only 17 counters. I am not sure what the American Colonel counter is used for but I used him to help me find hidden Soviet armor hidden the forest this time. The initiative is lowered by one for every step lost on both sides, so it bottoms out quickly. The Soviet can dig-in armor, put them in town, forest or hill tops and spread them out to prevent a Major American victory but if the American do a good search and use the illumination at the correct times, they can clear the map of Soviet armor, as the American armor is much stronger and in my second play the American won a Major Victory. This time they had time to finish the job. I am still not a hidden rule fan but you can really play with it or without it.

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Chasing Tanks in the Dark
Author thomaso827
Method Solo
Victor United States
Play Date 2015-03-26
Language English
Scenario PaNi012

This little tank vs tank scenario is just a lot of fun. Russians have 6 pretty serious tank units on the 2 boards, playing hide and seek against 11 units of US tanks from M-4s to M-29s, some pretty weak and some pretty tough. It starts in fading light with 8 hex vsibility and the light dwindles fast as this fight ended up with 1 hex visibility for the moonless or overcast night. I started by placing the Russian T-34C on board 18 in the town, with the JS2 and Su-85 on the hilltop on board 21, the KV-8s and M-4A2 holding the town on board 21. US has a limited number of illumination rounds, so the Russians have a tough time staying hidden for long. US enter from the south edge of the eastern board. I split the force with the 2 M-4s and 2 Jumbos heading towards the town, thinking the "if it were me, I'd hide there" game. As twilight was coming, there was no chance to spot and shoot at anything until visibility had dropped to 4 hexes, which was just enough for the first exchange between M-4s and the T-34, with the T-34 taking a step loss to a step loss for the M-4s. The Jumbos rolled along trying to get a flank shot on the t-34 while it was watching the M-4s and succeeded in finishing off the T-34 under the swaying illumination. Shermans passed their morale check and both M-4s and Jumbos moved north looking for more targets, while the heavy force moved along the west edge skirting the swamps and looking for higher ground from which to see better on their next illumnation. The Russians were setting on that hilltop and one M-26 step was lost, but US fire destroyed both steps of the SU-85 and reduced the JS-2, which decided to back away and head for cover that was not illuminated. The US heavies pursued the JS-2 towards the town as the Shermans and Jumbos approached from the other side. Illumination is a two-edged swoard, and presented the poorer armor of the M-4s to successful long range (5-hex) shots from the Russian Sherman and one of the KV-85s, finishing off the single step Sherman and reducing the second one. The Jumbos returned fire and managed to reduce a KV-85, and return fire from the surviving Sherman step reduced the Russian Sherman. By this time, the US heavys had moved up from the other side and without additional illumination, got into adjacent hexes and took out the rest of the Russian armor without further loss. Major US victory, with the US losing 3 steps of M-4 and 1 of M-26. This is just a cool shoot-em-up scenario, good for playing an odd mix of tanks, night rules and illumination.

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