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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Consternation
Army Group South Ukraine #6
(Attacker) Germany
(Defender) Romania
vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Division
Romania 1st "Royal" Guards Infantry Division
Soviet Union 14th Guards Heavy Tank Regiment
Soviet Union 27th Guards Tank Brigade
Soviet Union 81st Guards Rifle Division
Display
Balance:



Overall balance chart for AGSU006
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Army Group South Ukraine
Historicity Historical
Date 1944-04-27
Start Time 06:15
Turn Count 24
Visibility Day
Counters 150
Net Morale 0
Net Initiative 0
Maps 3: 16, 22, 25
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 184
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Army Group South Ukraine Base Game
Eastern Front Counters
Elsenborn Ridge Maps
Red Warriors Counters
Road to Berlin Maps + Counters
Introduction

Yesterday, 2nd Ukrainian Front lost a great deal of their assembly area in front of Targu Frumos to an Axis spoiling attack. As the start date for the renewed offensive was fast approaching, Gen. Ivan Konev decided it would be more efficient to reclaim the lost ground than modify his plans. Swaying his judgment was a successful counterattack launched late yesterday in the Dumbravita region. Eager to regain the village, he decided to unleash his secret weapon.

Conclusion

Despite their claims of destroying the Romanian battalion defending Dubravita only after begging it to surrender, it was the Soviets who attacked first. Fierce fighting ensued and when a small battle group from Grossdeutschland arrived to engage the powerful JS-2, it tipped the balance in the Axis favor. the indecisive fighting would continue for another day but all the talk was of the new Soviet tank appearing this far south. While scoffing at the two-piece ammunition is used, requests quickly went up the chain of command for heavier anti-tank weapons.

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.

The German 50mm anti-tank gun, German lieutenant and a associated wagon should be considered Romanian. Players owning broken Axis or playing the scenario with Vassal should consider replacing the German counters with their Romanian counterparts.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
  • Towed
Romania Order of Battle
Armata Română
Soviet Union Order of Battle
Army (RKKA)
  • Foot
Guards

Display Errata (8)

8 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 47

All SPW 251s have an armor value of 0.

(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 54

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

(rerathbun on 2012 Jan 30)
Overall balance chart for 51

One Wespe (ID# 1201) should have an armor value of 1 on the front and back of the counter.

(Shad on 2010 Dec 15)
Overall balance chart for 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (2)

Army Group South Ukraine, scenario #6: Consternation
Author JayTownsend
Method Solo
Victor Germany, Romania
Play Date 2012-04-15
Language English
Scenario AGSU006

I was needing some Eastern Front action so I picked a nice looking scenario from the Army Group South Ukraine supplement. It pits the Romanians and Germans against the Soviet Guard Units in the spring of 1944. Both sides have a nice mix of unit types but the Soviets have about a two to one advantage in Infantry type units, as they are the attacking force as far as victory objectives. The Romanian start defending setup on map 16 with great terrain advantage on this map with the hills and town hexes and they have a few German units and more German reinforcements entering on turn one with armor. The Soviet setup their small battle-group on map 25 with two more groups of reinforcement entering on turn one as well in two different areas of the map. The Soviets must be the aggressor to win this but the Germans need to move units over from map 22 to map 16 to help the Romanians, so there is no sitting back for either side.

As the Soviets, I rushed my units forward from map 25 to map 16 trying to get some advantage against the Romanians in those town and hill hexes before they are reinforcement by more Germans with armor. So the Soviet push the mass of their infantry forward, as both sides have only a little off and on board artillery. They also send all their T-34/76a’s & T34-/76b’s around the south of the town on map 16 and their monster JS-2’s north of the town, trying to head off the German armor. The Germans engage the T-34 A & B types with the PzV’s and PzIVE’s and Push their Tigers north the engage the JS2’s and both types are a pretty equal matchup.

Map 16 turns into the boiling point of this battle. To the South the Germans get the upper hand blowing away most of the T-34’s with the loss of a step of Panther tanks and both steps of the weaker PzIVE’s but in the north the JS-2’s had the better terrain and positioning and knocked out all of the Tigers for a change with just the loss of one step of JS-2’s. In the Middle the hordes of Soviet Infantry are finally able to fight their way through the Romanian and Germans infantry but at a pretty large price, as fighting uphill against dug-in enemy infantry or infantry embedded in buildings starts to take a toll. The Axis are force to give up control of map 16 but not the town hexes on map 22 where they regroup to form another weak defensive line but with only 24 turns the Soviet are short on time to regroup to take their final town objectives on map 22. The remaining Panther tanks and JS-2’s battle in out a little more with both sides taking a few losses but in the end the Soviets fell a little short and the Romanians receive a minor victory for Soviet step losses.

Very fun scenario to play! A large puzzle to try and solve for sure. I still need to learn better strategies for both sides in this scenario. Remember, the Soviets have armor efficiency in this scenario as well as the Germans, which I almost forgot on the first couple of turns. You will need playing piece from Road to Berlin and Red Warriors for the Germans & the Soviets and the Romanians from the Eastern Front and maps from Elsenborn Ridge and Road to Berlin but it is well worth the effort as this was a very enjoyable scenario to play, win or lose.

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Soviet steam hammer fails to crack nut
Author waynebaumber
Method Solo
Victor Germany, Romania
Play Date 2021-01-25
Language English
Scenario AGSU006

This scenario has Russian guards units trying to clear a road and town hexes of both Romanian units and German reinforcements. The German reinforcements managed to support the Romanians and managed to get a Tiger, ENG and some halftracks which the Soviet forces could not shift by GT end. The VC's are tough for the Soviets in as much as they have to suffer less step losses to avoid an Axis major victory.

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