Panzer Grenadier Battles on February 25th:
Desert Rats #8 - Cavalleria
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Unrealistic Expectations
Workers and Peasants #10
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 4th Panzer Division
Soviet Union 219th Mechanized Division

Overall balance chart for WoaP010
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
Scenario Rank: --- of 609
Parent Game Workers and Peasants
Historicity Historical
Date 1941-07-16
Start Time 06:45
Turn Count 26
Visibility Day
Counters 184
Net Morale 1
Net Initiative 1
Maps 3: 1, 15, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 173
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Enter & Exit
Kill Them All
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front maps + counters
Road to Berlin maps + counters
Workers and Peasants book

As part of their most recent effort to drive the hated Hitlerites back, Stavka ordered the 219th Mechanized Division to pocket 4th Panzer Division so it could be destroyed at their convenience. Once that was accomplished, they were to open up an escape route for the beleaguered 13th Army fighting at Mogilev. This despite the fact all of their armor had long since been distributed among the tank divisions of 25th Mechanized Corps.


The lack of supporting armor doomed the attack to failure before it was launched. The only surprising thing was the ease in which it brushed aside. Stavka was forced to look elsewhere for a way to stop the rampaging panzers and free 13th Army.

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

Display Errata (5)

5 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 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)

When at first you don't succeed, try and try and try
Author campsawyer
Method Solo
Victor Draw
Play Date 2012-04-16
Language English
Scenario WoaP010

This was solo play of a larger W&P scenario. The Germans have a decent force advancing across the Russian steppe. Supported by good OBA and airpower twice an hour, morale is good and a decent leader draw. They face a Soviet force that is split between a small defensive force and a large amount of infantry reinforcements. The Soviets have good OBA support by lower morale, leaders were good for the Soviets. The Germans must force their way across three boards and get troops off as well as destroy the Soviet units. The Soviets must stop them.

The Soviets setup on board 8 on the one lone hill with their AT guns, both the 76mm and 45mm and some supporting INF's. There is also a roadblock with HMG's and INF in the middle of board 8. Supporting mortars and other troops begin a little further back on the east-west road. The reinforcements will appear on turn 1. The Germans advance from the west.

Turn 1 has the Germans moving onboard with dismounted infantry and tank advancing down the road with as small group advancing directly for the lone hill. Soviet OBA fire hits with some disruptions to the advancing Germans. The Soviets move up their reinforcements from the southern end of boards 1 and 15. They will be positioned to create a second and third blocking point on the roads. The Germans advance the roadblock and the hill as Ju87s appear overhead. Diving on the AT guns on the hill they manage to demoralize the 76mm. This helps the Panzer group to close on the hill. Soviet fire by the 45mm AT is ineffective. German infantry rush the hill and engage the Soviets in assault. After two turns the Soviets are destroyed or fleeing back into the second line. But the Germans have taken casualties and demoralizations.

To the south the Germans advance on the roadblock, but this time the Soviet OP fire is more effective and a step loss and demoralization appear. Panzers move up and teamup with INF's and assault the roadblocks. Soviets resistance stiffens and several rounds and reinforcements by both sides the Germans get the edge. But, like the hill, the Germans need to recover demoralizations and disruptions. The bigger issue it time, it is now turn 10.

Advancing down the road the Ju88's appear to hit the next roadblock at the road junction on board 1. Soon the Panzers are up to that point, but Soviets are ready and a general melee breaks out. The Soviets rush reinforcements from the woods in board 1 while the German punish them with OBA. Four assaults resolve for the Germans, but again the Germans must recover demoralized troops again. Also the Soviets are still lingering in the wood on board 1 trying to recover. To the north the town on board 1 remains in Soviet hands and the Germans bypass the town and try to move to the third defensive line. But time is now at turn 15 and the Germans must keep moving to get off board.

The Germans re-evaluate the situation and look now to kill Soviet units as any dash for the east edge will leave them short as well as strung out on the road. Building three strike groups the Germans hit the bypassed town from the east as well as the board 15 roadblock and the woods on board 1. As they move to the town heavy fire is encountered bu the Germans make it to assault the town and they look to destroy the defenders. Soviets consolidate and high numbered assaults begin. Both sides take step losses and the Soviet morale disrupt and demoralize their units and flee out of the town. In the woods the German attack bogs down with trying to keep up with the Soviet defenders. A couple of steps are lost but there is alot more disruptions and subsequent recoveries. The final attack on the roadblock is supported by airpower that demoralize the Soviets. German assaults cause heavy casualties even with leaders, but it is not enough. In the end the fight is a draw.

From a historical point this scenario was quite nice. The Germans with their firepower and organization are tripped up by the Soviet masses and have to try a different tactic, but even then the Soviet number of troops keep pushing back and the firepower and organization aren't enough the to win the day. The Soviets are not in any better position with their forces being reduced by more than thirty steps losses, but they are still on the field.

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