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
Errors? Omissions? Report them!
Take the Town!
C&CV1: War in the East #10
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st Panzergrenadier Regiment
Display
Balance:



Overall balance chart for CCV1010
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 C&CV1: War in the East
Historicity Alt-History
Date
Start Time 10:00
Turn Count 20
Visibility Day
Counters 82
Net Morale 1
Net Initiative 3
Maps 3: 2, 5, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 156
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Eastern Front Maps + Counters
Introduction

The advancing Panzer Divisions at the forefront of the German invasion often bypassed Soviet towns and villages rather than get bogged down in street fighting. it was the task of the following infantry of the Wehrmacht to take these towns. The cut-off Soviet defenders defended these positions fiercely.

Conclusion

Here any German Leader Characters who haven't earned their Infantry Assault Badges yet will have ample opportunity to do so, and those that already have the Badge will likely end up with a Combat Clasp in Bronze too. With German airpower supporting the attack, most Soviet Leader Characters will get plenty of opportunities to show courage under fire and earn a Medal of Military Merit or a Medal of Bravery if they haven't got it already.


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

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 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
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)

Urban assault really helps
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario CCV1010

The third scenario in the Barbarossa campaign, now with a Captain, an experienced LT and a green LT. In this scenario, the leaders need to take a well defended town. The Captain has urban assault skills and he will put it to action. The Germans have Stugs to help with assault, but must watch out for some AT in the form of BT-5, 45mm AT guns and a T26. During the battle the green LT got into a tangle with the Soviet T26's. He was demoralized but his platoon was able to demoralize the T26's and force them to flee. The Captain had a mixed experience, with him engaging one Soviet platoon, but was later demoralized and flee.

The Germans were able to win but it was close, 19-18 VP. The other Lt's was the only one to get promotion points while the Captain and the green LT lost points.

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