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")
Errors? Omissions? Report them!
Crossing the Kolothey
Workers and Peasants #20
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 10th Panzer Division
Germany 2nd SS "Das Reich" Division
Soviet Union 29th Guards Rifle Division
Soviet Union 42nd Guards Tank
Soviet Union 509th Antitank regiment
Display
Balance:



Overall balance chart for WoaP020
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 588
Parent Game Workers and Peasants
Historicity Historical
Date 1941-10-13
Start Time 11:15
Turn Count 22
Visibility Day
Counters 113
Net Morale 0
Net Initiative 2
Maps 2: 15, 3
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 153
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Kill Them All
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Eastern Front maps + counters
Road to Berlin maps
Sinister Forces counters
Workers and Peasants book
Introduction

With their new reinforcements from 10th Panzer Division, SS Reich Division now planned to cross the Kolothey River to put pressure on the Soviets blocking the Minsk Highway.

Conclusion

The bridge over the river had been destroyed, which seemed to surprise the German tankers. While milling around in confusion they quickly saw six of their number destroyed, and the infantry that soon arrived and tried to force its way across the river was also unsuccessful. Additional infantry was able to cross the river and reach the enemy entrenchments on the other side, but a Soviet counterattack soon drove the Germans back.


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

Display Order of Battle

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

Display Errata (5)

5 Errata Items
Scen 20

In the Soviet Order of Battle, 3 x 81mm should read 3 x 82mm.

(rerathbun on 2012 Jan 26)
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 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(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)

Wehrmacht tanks win the day
Author campsawyer
Method Solo
Victor Germany
Play Date 2012-05-29
Language English
Scenario WoaP020

Continuing the battle for the Borodino Fields, the 2nd SS "Das Reich" Division advances up the Moscow to Kiev highway. They need to cross the small river called the Kolothey. The river is small and can easily be crossed, but the Soviets have setup defenses on the road and in the near by town to the east of the river.

The Soviet defenses are dugin infantry with AT support from 45mm and 76.2mm guns as well as some BT-7's. They have even had time to construct a couple of entrenchments to fortify the 76.2mm guns. But the Soviets have some weak links, poor leaders and morale. For artillery support, the is onboard mortars as well as good OBA support. Reinforcements of NKVD units will provide a mobile defense force. They arrive turn one.

They position close to the river in the town and woods on board 3. They will try to pick off the advancing Germans as they slow at the river crossing. The reinforcements will be positioned where the main German attack makes its appearance.

The Germans have a large infantry force, but morale and leadership is questionable. To bolster this, high command have attached PzIIIH's and PzIVE's as well as give more OBA and aircraft support. This should allow the SS GREN's to close on the defenses and achieve a breakthrough.

The game starts with the Germans advancing on the board on the east-west road on board 3. SS GREN's lead the advance but are hit by Soviet HMG fire from the town across the river. The lower SS morale demoralizes the first units entering the river. Just to the south another SS force advances toward the woods to take out any AT guns hidden in there. Again OP fire from Soviet HMG's slows the advance with disruptions. The Germans continue the advance into the river while OBA comes to the rescue of the SS troops by destroying a spotted AT gun. SS continue to advance but morale issue forces them to slow as disruptions of key leaders take there toll. Pausing to recover exposes troopers to Soviet mortars that that a morale toll on them.

With the SS mired down, the Wehrmacht Panzers enter the fight and move south to attack the open flank of the Soviets. Quickly the Soviets respond with the NKVD units to try and block and possibl engage the tanks to destroy them. But the Panzers have the edge with mobility and initiative and destroy several NKVD units and leaders opening and even bigger hole to the Soviet rear. The rest of the armor races though the gap after the Soviet mortar teams and towns on board 15. Meanwhile the SS continue to struggle with morale, even though several GREN's try to move to support the tanks.

German aircraft finally get effective and hit Soviet guns in the town on board 3. This gives a few GREN's a chance to move up, but are hit by Soviet OP fire from INF units in the town and they disrupt. At this point the Germans pause again to recover units, eight GREN's demoralized and another seven disrupted, over 75% out of action. But the tanks continue to ravage the Soviet rear.

The tanks capture both towns on board 15 and successfully attack the mortar park. Now they turn there attention to the town on board 3. But without infantry support they will be hard pressed. Several recovery turns get the SS back with enough force to attack the town. With fire support from the tanks the SS try but again the morale fails and disruptions and demoralizations force them back. But they have accumulated move VP than the Soviets and they get a minor victory despite having most of there force disrupted at the end of the game.

For the Soviets, the NKVD proved to be disappointing at holding the German tanks. Suffering heavy losses they weren't able to slow them down. The RKKA was able to hold the SS in strong positions but there morale caused several double disruptions, but the BT-7's were able to mass their fire to keep the SS out of the woods on board 3.

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