RE: Simple Panzer Grenadier system (variant)
Simple Panzer Grenadier scenario
Groping for Kalach
Meeting engagement, late November 1942, southern Russia.
5th Tank Army vs 24th Panzer division during Operation Uranus.
Village objective in steppe terrain (use Kursk modules for maps)
Limited visibility rules are in effect (snowstorm at dusk),
use the 2nd spotting table.
Russian force enters column reinforcements turns 1-3 as indicated.
Turn 1 - 2 T-70 tank platoons 3 armor, 2-6 AT rating
Turn 2 - 3 T-34 M1943, 5 armor, 4-6 AT rating
with 3 SMG platoon as tank riders (6-1 infantry)
Turn 3 - 6 trucks carrying 3 4-2 motor rifle infantry,
1 HMG, 1 82mm mortar, 1 76mm gun with 4-6 AT rating.
Also from turn 3 on, 120mm support with 9+ ammo depletion.
Morale 7, shaken 9 step losses, demoralized 13 step losses.
German force enters column reinforcement turns 1-3 as indicated, other side of the map.
Turn 1 - 3 Panzer IVG platoon, 3 armor, 6-8 AT rating
Turn 2 - 4 SPW halftrack carrying 3 5-3 infantry, 1 HMG team
Turn 3 - 1 Marder III, 2 armor, 6-8 AT rating, plus 2 trucks carrying 1 81mm mortar, 1 50mm PAK with 3-7 AT rating.
Also from turn 3 on, 1 105mm off map support with 9+ ammo depletion.
Morale 7, shaken 8 steps, demoralized 11 step losses.
Snow ground condition rules are in effect. (Not deep snow), in addition to limited visibility.
All Russian tanks are low visibility AFVs (raise target unit cover condition one level to determine max spotting range).
Time limit 15 turns.
One VP for each building hex in the objective village controlled at game end.
One VP for each step loss caused to enemy force, ignoring trucks (but not half tracks).
4 VP bonus for demoralizing the enemy force (they must be over their higher loss limit).
VP totals within plus or minus 3 is a draw, otherwise the higher total wins.
This is a good learning game for the new AT combat system, the limited visibility rules, and ground condition effect on movement.
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