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 III: A Promising Start
Army Group South Ukraine #10
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 3rd SS "Death's Head" Division
Germany Grossdeutschland 1st Grenadier Regiment
Germany Grossdeutschland Division
Germany Grossdeutschland Fusilier Regiment
Soviet Union 14th Guards Heavy Tank Regiment
Soviet Union 27th Guards Tank Brigade
Soviet Union 29th Tank Corps
Soviet Union 81st Guards Rifle Division
Display
Balance:



Overall balance chart for AGSU010
Total
Side 1 2
Draw 1
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4.67
Scenario Rank: --- of 940
Parent Game Army Group South Ukraine
Historicity Historical
Date 1944-05-02
Start Time 12:00
Turn Count 24
Visibility Day
Counters 252
Net Morale 0
Net Initiative 2
Maps 3: 11, 22, 23
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 212
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Army Group South Ukraine Base Game
Battle of the Bulge Maps
Eastern Front Counters
Elsenborn Ridge Maps
Red Warriors Counters
Road to Berlin Counters
Introduction

Just because Gen. von Manteuffel had sent his heavy panzers to handle another crisis did not mean he planned to take the defensive at Targu Frumos. SS Death's Head Division was ordered to advance from Helestieni and assist the grenadiers retreating from the fighting around Dumbravita in establishing new positions at Radui. Grossdeutschland's Panzer IVs were to provide assistance. The participants interpreted their orders creatively.

Conclusion

SS Death's Head Division advanced steadily toward Rudinoassa while the Panzer IVs of Grossdeutschland cleared Radui on their way there. By sundown a promising start had turned into a catastrophe for the Soviets.

Additional Notes

Scenario requires RKKA BM-13 pieces from Red Warriors - Guards BM-13 pieces from Road to Berlin may be substituted


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
  • Tank Destroyer: 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Schutzstaffel
Soviet Union Order of Battle
Army (RKKA)
Guards
  • Mechanized
  • Towed

Display Errata (10)

10 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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
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)
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 884

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

(Shad on 2010 Dec 15)

Display AARs (2)

The Lion Ate the Bear
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2018-02-23
Language English
Scenario AGSU010

The Soviets had set up to cover the probable avenues of approach with AT crossfire and mutually supporting positions across maps 22/23. At the last minute the Germans decided to attack the northeast end of the Soviet line. The GD performed very well, chewing up the Soviet Guards on the hill and in the town. When the Germans entered on the south edge, the Soviets in the had to withdraw to the west. The Soviets were caught in a fire sac and decimated. Even with reinforcements later, they were unable to put a real hurt on the Germans. The German SS reinforcements cemented a lopsided german victory. Great scenario.

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Panzer Lion III: They thinks its all over it is now!
Author waynebaumber
Method Solo
Victor Germany
Play Date 2011-01-29
Language English
Scenario AGSU010

What a wild scenario this is. Soviet forces deploy over three maps, with towns on all three to defend. The Soviet commander decided to leave the large town to the west (Board 11) largely undefended and have a SMG company mounted on trucks as a reserve. The initial German units come on from the north and attempted to take the first town on the "bounce", this attack was repulsed with heavy losses but has sucked in the Soviet reserves. The next wave of German reinforcements come from the south and caused the Soviet defenders in the east to retreat from their town without a fight. This was an error as German artillery hit them hard causing units to get disrupted and left as easy meat for the advancing panzers. The German commander also sent a battle group to disrupt the on board Russian morters,this worked well enough and the morters left to seek sanctury in the western town. By now the Soviet forces had been sucked into a large battle around the middle town, this battle they were winning but the Soviet's were hoping that the rumours of a SS division to the south were untrue. Alas these hopes were dashed and the Nazi horde swept up the road brushing aside the few units who had dug in before the town. This was a turning point on the western side, although Soviet troops hung on to the outskirts of the town more than 80% of the town would end in German hands. A tank battle had erupted on the eastern flank, this resulted in 10 PzIVH's destroyed but at the cost of 8 JSII's the elite of the Red Army's armour was now nothing but a twisted smoking wreck. The battle now settled down into one of attrition. The turns were flying by (4 quick turns due to FOW), this in fact helped the German as the late Soviet reinforcements did very little except dig in around the last town in Russian hands. as the game ended the German's were slowly chewing up the Soviet defenders and gaining VPs every turn. This exciting scenario ended in a major German victory but it really could have gone both ways. This was a solo game but I can see this being an even better FtF game. Play this one if you can

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