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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Panzer Lion I: The Main Thrust
Army Group South Ukraine #8
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland 1st Grenadier Regiment
Germany Grossdeutschland Division
Germany Grossdeutschland Fusilier Regiment
Soviet Union 27th Guards Tank Brigade
Soviet Union 81st Guards Rifle Division
Display
Balance:



Overall balance chart for AGSU008
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Army Group South Ukraine
Historicity Historical
Date 1944-05-02
Start Time 05:30
Turn Count 16
Visibility Day
Counters 147
Net Morale 0
Net Initiative 0
Maps 3: 16, 22, 25
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 183
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Army Group South Ukraine Base Game
Elsenborn Ridge Maps + Counters
Red Warriors Counters
Road to Berlin Maps + Counters
Introduction

With all the feints and mind games out of the way, the main assault went in. Good Soviet reconnaissance allowed first-echelon rifle divisions to assign specific tasks to their shock troops. Sappers were provided to clear minefields and individual tanks assigned to overcome the tougher security outposts.

Conclusion

A heavy bombardment that included white phosphorus caused the defenders great difficulty, but also let them know the attack was upon them. Even before the defenders of Dumbravita, Georgesti and Cucuteni were overcome by the shock troops, closely-following mobile elements of 29th Tank Corps were bypassing them in an effort to secure Targu Frumos before the Germans could recover.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • 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).
  • 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
Soviet Union Order of Battle
Army (RKKA)
  • Foot
Guards
  • Mechanized

Display Errata (4)

4 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 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display AARs (1)

Panzer Lion 1
Author waynebaumber
Method Solo
Victor Germany
Play Date 2010-11-25
Language English
Scenario AGSU008

Large Soviet forces have to cross the length of one board over a thrre board front. The Germans can deploy elements of the Grossdeutschland divison. This was played solo and I deployed the Germans in hedgehog defence centred around towns and hills with a reserve of a Stug,SPW, Gren and a leader on each board. I split the Red Army into three groups one for each board. The Soviet steamroller lumbered on and took heavy losses from the German artillery, even so the forces on the German left (Board 22) looked in trouble and twogroups of German reserves threw themselves into the fight and stopped the Soviet advance this part of the battle then settled into a hand to hand fight over the village. The losses that the centre took made the Soviet group thier veer to the German right flank, which now was looking shakey however the German forces which were released in the centre now counter attacked the flank of the attacking Red Army. The reult was that only scattered Soviet units managed to get off the board and with the unability to take any town hexes the result was a major German victory. This is a good slugfest battle and in hindsight the Russians should overload one flank in a bid to get at least 25 steps off the board. This is worth in effect 50 vps and should make this a more closer result.

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