Panzer Grenadier Battles on November 25th:
Heroes of the Soviet Union #1 - Emel'ianova Spearhead Division #12 - Back Into the Fray
Heroes of the Soviet Union #24 - MARS: Vaselki Tank Battles #13 - Operation MARS #1: Zhukov's Dream
Invasion of Germany #40 - Like a Dose of Salts Tank Battles #16 - Operation MARS #4: Grediakino I
Invasion of Germany #41 - Bourheim Blues Tank Battles #17 - Operation MARS #5: Grediakino II
Red Warriors #2 - The Chosen Tank Battles #18 - Operation MARS #6: Grediakino III
Red Warriors #3 - Unleashing the Red God Tank Battles #30 - Operation MARS #18: Molodoi Tud River Blues I: The Penetration
Red Warriors #4 - Across the Vazuza Tank Battles #35 - Operation MARS #23: Luchesa River Valley Blues I: Forward
South Africa's War #11 - Sit Jou Kop . . . Tank Battles #44 - Operation MARS #32: Volunteers
South Africa's War #12 - Driven by Germans West Wall #10 - Like a Dose of Salts
Siegfried Line #1 - Bourheim Blues Workers and Peasants #18 - Over the River
Errors? Omissions? Report them!
Knife Fight
Patton's Nightmare #14
(Defender) United States vs Soviet Union (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for PaNi014
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 586
Parent Game Patton's Nightmare
Historicity Alt-History
Date 1947-08-30
Start Time 08:30
Turn Count 30
Visibility Day
Counters 228
Net Morale 0
Net Initiative 0
Maps 8: 14, 15, 16, 17, 18, 19, 22, 25
Layout Dimensions 112 x 86 cm
44 x 34 in
Play Bounty 280
AAR Bounty 220
Total Plays 0
Total AARs 0
Battle Types
Kill Them All
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Elsenborn Ridge maps + counters
Patton's Nightmare counters
Road to Berlin maps + counters
Introduction

Tanks are flashy and good at hitting hard and exploiting success. But sometimes it's the infantry that have to wrestle the enemy. As the right flank of the US VII Army advance began to crumble under pressure near Brandenburg, Lieutenant General Andrew McDonald committed the 2nd Infantry Division to plug the hole. Driving hard into them were portions of two Soviet rifle divisions. The fight that ensued could only be described as grisly.

Conclusion

There is plenty of opportunity for suppression, maneuver, smoke, and assault in this knife fight. The terrain poses a challenge as well since there are large swaths of open area which just invite annihilation by artillery fire for those that cross it. Both players need to be aggressive to take advantage of the victory conditions. Surely a few medals of valor would be won on this field of battle.


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.
  • 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

Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
United States Order of Battle
Airborne
Army
  • Mechanized
  • Motorized

Display Errata (3)

3 Errata Items
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 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Errors? Omissions? Report them!