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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Across the Border
C&CV1: War in the East #8
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st Panzer Division
Display
Balance:



Overall balance chart for CCV1008
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game C&CV1: War in the East
Historicity Alt-History
Date
Start Time 05:00
Turn Count 24
Visibility Day
Counters 146
Net Morale 1
Net Initiative 4
Maps 3: 1, 4, 7
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 174
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
River Crossing
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Eastern Front Maps + Counters
Introduction

German forces cross the Soviet border, catching their enemy unprepared. the Red Army command structure quickly disappears under the onslaught, but local commanders try to organize a defense.

Conclusion

This is a nice big opening scenario where the Leader Characters on both sides will have plenty of opportunities to rack up LPs and earn medals.


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
  • 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.

Display Order of Battle

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

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 47

All SPW 251s have an armor value of 0.

(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)

Display AARs (2)

Leaders with enthusiasm
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario CCV1008

After C&C came out I was lucky to get a first copy, shortly after I played the RPG for the Barbarossa campaign. I started with three enthusiastic lieutenants to try the scenarios. The first Across the Border was very good. Well balanced and offered chances for both sides. I would play this again possibly as the Soviets to see the difference. I don't have a detailed AAR, but I have been able to piece together the fight from the leader sheets.

The Germans need to accumulate more VP than the Germans, but there are some significant VP's for town/bridge control and more units across the river. The Germans have a whole Panzer Division to do this. Opposing them are a mix of Soviet units, lacking initiative and morale, but having some decent numbers of infantry and armor to give the Germans a fight. The Soviets have quite a bit of VP for stopping the Germans from crossing the river.

In my play the Germans were able to with 35 to 15. The Lieutenants accumulated many points for promotion from recovering units, directing fire and some from assaults. New skills were added for two Lt's, AT specialist and Rural assault. No one made it to get a rank promotion but after the next one there should be Captains for the leaders.

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Divided is Conquered
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2011-06-12
Language English
Scenario CCV1008

This scenario is likely a tough one for the vastly outnumbered and lower morale Soviets no matter their initial dispositions. In this case, though, the Soviet player opted for a strategy that set up only a small blocking force at the bridge whilst keeping most of his force in the two towns and a field that lay beyond (East) of the major river. I think the player had hoped that a defense in depth might obviate the points lost via the bridge.

The small blocking force at the bridge was cleared on only three turns. The first two German OBA rolls were 2d6 = 2 and 2d6 = 3. A Soviet armored platoon was likewise quickly destroyed by essentially a battalion of PzIIIs. In fact, the Germans cleared the way to the bridge so quickly that a secondary force, containing the SPW251s; the HMGs; and the ENGs were out of location (this had been a force sent to secure a river crossing had the bridge been held longer (I though perhaps the Soviet player might have tried to rush up reinforcements and wanted the long-range HMG/SPWs to keep the opposite back clear).

Once the Germans streamed across the bridge and moved to position themselves to take the first town to the N. of the main EW road (and set a blocking force towards the Soviet units in the town and fields to the east) that Fate under whom lies the destiny of die rolling shifted chairs. Suddenly, every German artillery die roll was 2d6 = 6; 7; or 8. Fourteen AT rolls (in a single activation) at "even" resulted in only a single Soviet armor step lost. The Soviets picked off a PzIII G step and two PzII steps from their dug-in or town-based armor or AT guns. It took several turns for the Germans to get their forces oriented and all of that SPW/HMG fire power into a good line behind their infantry so as to begin to wear down those defensively set Soviet units.

Finally though, a few good OBA rolls and the DF wore down the Soviets who began that horrible erosion of multiple morale failures and subsequent step losses. The Germans swept into the first city. Soviet reinforcements arrived on Turn Nine.

At the end of Turn 10, the VP score was Germany 58 (including twelve points for well over twenty-five steps east of the river) to Soviets 16. We decided to call the game at that point as the battle was a foregone conclusion.

Certainly this scenario showed that a defense in depth approach was untenable for this situation. Presumably, the Russians would be better served by a vigorous defense of the bridgehead keeping only a minimal force behind the river to cut-off/engage any bridging attempt.

Perhaps the goofiest result was an assault on Soviet mortars that had been hidden in a woods (an interior woods hex). The Germans had sufficient force/modifiers to be on the 30-col; the (two) Soviet mortars on the 1-Col. So, the Germans roll 1d6 = 2 (step loss + M2 checks) and the Soviet a 1d6 = 6 (for an M). Of course, the German leader (morale = 9) is disrupted along with an INF unit). I might have cried if the PzII also in the assault also failed. I was trying to imagine "mortars firing over open sights."

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