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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Breakthrough
Black Helicopters #2
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for BkHo002
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 Black Helicopters
Historicity Alt-History
Date 1941-07-03
Start Time 06:00
Turn Count 28
Visibility Day
Counters 149
Net Morale 1
Net Initiative 2
Maps 4: 3, 4, 6, 7
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 215
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Black Helicopters Base Game
Fire in the Steppe Maps + Counters
Introduction

The Red Army's anti-tank brigades represented potent blocking forces capable of stopping even a panzer division in its tracks, as 9th Anti-Tank Brigade did outside Raseiniai. First Anti-Tank Brigade had some success as well, but was doomed by lack of transport and fuel to move its heavy guns to new positions ahead of the Germans. Given those vital resources, the powerful brigade could become a roadblock only helicopters might remove.

Conclusion

The Red Army's anti-tank brigades also included anti-aircraft defenses, but these couldn't stop the helicopters form inserting enemy infantry behind their positions. Those that came too close to the Soviet batteries paid heavily the helicopters of 1941 were even more fragile than those of a generation or two later. But it was enough to keep the German advance rolling forward.


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
  • Armored Trains: see Rule 15.2 ~ 15.22
  • 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
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Misc
  • Motorized

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 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 63

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

(Shad on 2010 Dec 15)
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 (1)

#2 - Breakthrough
Author Juiceman
Method Solo
Victor Germany
Play Date 2023-02-04
Language English
Scenario BkHo002

Early on the Soviet artillery wreaked havoc with the advancing Germans, eliminating far too many steps (good dice rolls). The helicopters were able to get in behind the main Soviet defensive line in the center, while the panzer forces attacked from the front, it took time but once cleared the air landing troops boarded their helicopters, flew off to get behind the next Soviet objective to start the process all over again. As one would expect the helicopters give the Germans mobility as well as spotting for OBA. In this scenario the helicopters with DF were used to help send demoralized Soviets troops to the afterlife.

This was a good battle, at least for me, the Soviets have more troops, well supported by HMG, artillery and mortars but need to cover all the objectives, the Germans needed to push hard at the end to win a minor victory.

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