Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Hold the Towns & The Road, Tovarich.
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants Grognard Gunny (AAR)
Play Date 2025-08-21
Language English
Scenario FiSw003

This was a fun-filled, but truncated, 2-session play through with the indefatigable & steadfast Grognard Gunny leading attacking elements of the German 24th Panzer Division in a 28-turn battle. I led defend elements of the Soviet 108th and 59th Guard Rifle Divisions, as well as the 37th Guard Tank Brigade in this 3-map meeting engagement. Both sides drew decent leadership. Overall, the Wehrmacht had slightly stronger leadership.

The FOW (beginning the start of the third game turn), consolidation, smoke/illum, excess initiative, tank riders, strategic movement and extended assault optional rules. I also suggest that we try these FIVE house rules: 1) Road Movement for Mechanized & Foot Units — All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units, 2) Standardized Movement for Mechanized Units — All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, 3) German Assault Gun Activation — German Army, turretless STGs and Jagdpanzer units were typically crewed by artillerymen. Like halftracks, these units may be activated by ALL leaders, as well as Tank Leaders, unless prohibited by scenario rules, 4) Armored Fighting Vehicle (AFV) Consolidation — Unless prohibited by special scenario rules, reduced 2-step tanks, and other AFV units of the same type, nationality, and morale condition may be combined to form a single, full-strength unit. Both reduced units must start their activation in the same hex and be activated by an adjacent – or same-hex – good order, Tank Leader. This action costs both units all their movement points. Remove one of the units, flip the other to its full-strength side and mark it activated, and 5) Revised Gully & Wadi Rule — The 4th Edition Terrain Effects Chart is adjusted as follows: combat units and leaders in gullies or wadis are in limiting terrain for purposes of spotting and are automatically dug in. Entrenching is allowed in this terrain type, as well. Movement within this terrain remains: 2 for Foot, 4 Motorized, 3 for Mechanized units. Combat against units in this terrain is –1 DF, -1 AT and defending units have First Fire in the first segment of assault combat. This rule set served us well in this play-through, IMHO.

Our first session (game turns 1-3) was taken up with opposing movements to contact from both edges of the battle map. First blood was drawn by a German artillery strike against a Soviet observation post on the southwestern 20-meter hilltop on Map 54. The Soviets moved quickly into both towns on the western margins of Map 53, as well as on the 20-meter ridge in the northeast quadrant of Map 53. The German advance pushed straight down the east-west road occupying all town hexes along the road, before spreading out in flat terrain on Map 54.

The second session (game turns 4-6) featured the Germas pushing west & spreading out in the center and left flank, while the Soviets consolidated their defensive positions on Map 53. A company of Pz-IVH tanks discombobulated the easternmost Soviet, hilltop observation post. The Soviet Guard tanks showed up and immediately moved north to cutoff the rear echelon Wehrmacht units. This was not without cost, as a pair of German Jagdpanzer IV/70 platoons scored from long-range and eliminated the vanguard, T-34/85 unit. In two turns, the Russian armored thrust from the south edge of Map 54 was able to capture the senior German leader, eliminate a pair of SPW250 APCs, and also shoot up, two STG-III assault guns in opfire. My honorable opponent called this one at the start of the sixth game turn when he felt that there was no longer the possibility of a German victory. The final steps lost count was 12 for the Germans side, and 5 for the Russians. There were 2 FOW-shortened turn of the 6 played.

This was a fun-to-play and interesting scenario that was probably too long. There were plenty of decision points and a lot of room for maneuver. I give it a 5 in shared play, with a tenacious opponent. Best practice in this engagement should be for the more experienced player to manage the German side, given the relatively stringent victory conditions. This one is suitable for both SHARED and SOLO play.

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