Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Oleszyce Castle
49th Mountain Corps #3
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for 49MT003
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game 49th Mountain Corps
Historicity Historical
Date 1941-06-22
Start Time 11:00
Turn Count 20
Visibility Day
Counters 106
Net Morale 0
Net Initiative 3
Maps 1: 4
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 180
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Anti-infantry Wire
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
49th Mountain Corps Base Game
Fire in the Steppe Maps + Counters
Parachutes Over Crete Counters
Slovakia’s War Counters
Introduction

After crossing the Soviet border, Col. Egbert Picker’s 98th Mountain Regiment marched on the town of Oleszyce. The Soviets had turned the town, its adjoining castle and the castle grounds into a fortress – but had not evacuated the civilian inhabitants. An outnumbered NKVD border guard detachment held the positions as the Germans approached, but reinforcements were already on their way even as German artillery rounds fell on the castle.

Conclusion

Boasting its full shtat of howitzers, the 97th Rifle Division actually out-gunned 1st Mountain Division, itself an anomaly among German mountain formations with the artillery allotment of a regular infantry division. House-to-house fighting raged in Oleszyce throughout the afternoon, and Soviet infantrymen continued to defend the castle even as it burned down around them. Only with nightfall did Zakharov’s division withdraw, having taken heavy casualties but dealt out severe punishment in return.

Additional Notes

Gebirgsjäger leaders in 49th Mountain Corps, which are taken from Parachutes Over Crete, use conventional named ranks. The library was setup using German rank references.

Players not owning Parachutes Over Crete may substitute counters from Edelweiss, Edelweiss Expanded or Edelweiss IV. Players using Edelweiss counters should download the Gebirgs leaders from Avalanche Press. Edelweiss IV is available through the Gold Club portal.

Players not owning Slovakia’s War may substitute the NKVD counters from Sinister Forces.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display Errata (4)

4 Errata Items
Overall balance chart for 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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 (2)

#3 Oleszyce Castle
Author Juiceman
Method Solo
Victor Germany
Play Date 2021-12-01
Language English
Scenario 49MT003

Elements of the 1st Mountain Division are pitted against their old antagonists from scenario 1, the NKVD, who were positioned around the town and in the woods to the southwest of map 4. The Germans must clear the town and the north-south road while eliminating more Soviet steps, if the NKVD can hold out Soviet reinforcements are reported to be on the way.

The German troops advanced to take the town from three sides, the NKVD troops did their best to disrupt the German advance but were not as effective this time around. In tough house to house fighting the Germans methodically cleared one town hex after another while losing three steps, giving them time to regroup and prepare for the Soviet reinforcements, which arrived on turn 12, three turns late.

Thus began the second act of this battle, which saw the Soviets launching a two-pronged attack to take back control of the town. The Soviet attack was uncoordinated with the main assault coming up from the south, but it soon ran into a hail of DF and BF, while the flanking battalion took longer to get into position, allowing the Germans to shift their artillery assets to this new threat. Both Soviet forces were broken up before they got close to assaulting the town.

In the end the Germans were not able to gain control of the North-South Road but had full control of the town as well as eliminating more steps than they lost for a minor victory.

0 Comments
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town fight, again.
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2024-06-25
Language English
Scenario 49MT003

The Germans tried to kick the Soviets out of the town before the reinforcements came on and almost made it. The Soviets held onto the road South of the town.... but that was all they could accomplish.

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