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
Errors? Omissions? Report them!
Expanding the Perimeter
Army Group South Ukraine #3
(Attacker) Germany
(Attacker) Romania
vs Soviet Union (Defender)
Formations Involved
Germany Grossdeutschland Division
Romania 1st "Royal" Guards Infantry Division
Soviet Union 27th Guards Tank Brigade
Soviet Union 36th Guards Rifle Division
Soviet Union 81st Guards Rifle Division
Display
Balance:



Overall balance chart for AGSU003
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Army Group South Ukraine
Historicity Historical
Date 1944-04-25
Start Time 06:00
Turn Count 30
Visibility Day
Counters 197
Net Morale 0
Net Initiative 2
Maps 6: 14, 16, 22, 23, 24, 25
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 216
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Army Group South Ukraine Base Game
Eastern Front Counters
Elsenborn Ridge Maps
Red Warriors Counters
Road to Berlin Counters
Introduction

The Germans had hoped for a longer reprieve after the failed Soviet offensive at Targu Frumos. But seeing the buildup of assault units in front of them, they decided to let the troops as Iasi take care of themselves and recall the battle groups from 24th Panzer Division. More drastic was the decision to send Grossdeutschland and the Royal Guards forward to expand the defensive perimeter.

Conclusion

For once German intelligence was excellent, allowing the combined Axis force to strike while the Soviet Guards were engaged in relief operations near the front and thus unprepared for battle. According to official Guards history "The soldiers had still not found their bearing...the enemy had an obvious superiority in tanks, and his aircraft ruled the skies. In spite of all this the Upper Dnepr soldiers bravely accepted battle." The 106th Guards Rifle Regiment was encircled and either fought bravely or ran away in panic, depending on whose history you read. Whatever the reality was, the Axis extended their lines to the outskirts of Harmanesti (the town on Board 24)

Additional Notes

There were no Romanian wagons in the PG universe when this game was released. Players may either substitute German wagons or download the the DIY counters for Romanian transport from Avalanche Press.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • 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
Heer
  • Towed
Luftwaffe
  • Towed
Romania Order of Battle
Armata Română
Soviet Union Order of Battle
Army (RKKA)
  • Foot
Guards
  • 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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Two battles for the price of one
Author waynebaumber
Method Solo
Victor Soviet Union
Play Date 2014-06-20
Language English
Scenario AGSU003

This scenario played over 6 boards has a mix of Romanian and German units trying to take all the towns on at least three of the boards. The Soviets have to defend a wide front but are well led and have good morale. My Russian set up was to concede the board 22 towns without a fight, put some units on the board 16 town but the majority of units would set up on board 24. There was a small screen of units on the Soviet left on board 25 to cover the deployment of reinforcements who would defend the towns on board 23. The Axis attack is somewhat dictated to by the set up instructions. The Axis left flank attack is made up of Romanian Guards units supported by Panthers and Tigers, the right flanks is the GD division with Stug support. I detailed a German GREN company with ENG support to take the town on Board 16, 3 Panthers would also move to support this attack. Initially all went well for the Axis forces, the German GREN brushed aside the Soviet roadblock without loss and the town on board 16 was cleared of enemy troops is reasonable quick time. With more than half the game to go 2/3 of the VC had been achieved, by now though the battle had become two separate affairs with the Romanians with German tank support moving towards Board 24 and its towns, and the GREN of GD division already involved in skirmishes on the outskirts of the Board 23 towns and the hastily thrown up dugout of the 81st Guards. For a few turns I could not decide as the German commander which of my two attacks had the most chance of succeeding, and activation's flitted between both flanks. In the end I went for the left flank attack as there was now no enemy tanks of A/T guns on that side of the board. The Romanian INF threw themselves at the staunch Soviet defenders and losses on both sides quickly mounted. FOW now played a part and their were three very short game turns from GT17 thru to GT20 (GT19 was longer) which threw the Axis attack off schedule. By this time there were some German ground troops now in support of the Royal Guards but they got sucked into the vicious house to house fighting which was now raging in 4 of the 6 town hexes and were unable to join up with the German tanks. The Soviets encouraged by their KOM now launched a limited counterattack which succeeded in Disrupting and Demoralising a whole stack of Romanian INF/ENG and a German PANTHER, meanwhile on the right flank very little was happening just the odd long range shot and the ongoing assaults on the edge of town. Finally with Axis losses outstripping the Soviets the attack was called off. The Perimeter would not be expanding as much as my waist. A good solid scenario this, I am sure Herr Hughes would have made a better job of this attack,however the scenario does though show that any alliance is a strong as it's weakest link the axis had 25 step losses 20 of them being Romanian, (though to be fair they did do most of the fighting) A good set up for the Russians also helped make this a little more one sided than it should have been. Worthy of a replay this one!

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