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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Counter-Blow
C&CV1: War in the East #15
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 1st Panzer Division
Soviet Union 2nd Tank Corps
Display
Balance:



Overall balance chart for CCV1015
Total
Side 1 2
Draw 0
Side 2 1
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 16:00
Turn Count 18
Visibility Day
Counters 92
Net Morale 0
Net Initiative 2
Maps 2: 5, 7
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 153
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Exit the Battle Area
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Severe Weather
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Eastern Front Maps + Counters
Introduction

Autumn rains turned Russian dirt roads into quagmires, slowing the German advance and making it increasingly difficult to coordinate the movements of different units along the front. In this scenario, one such unit has reached a key river bridge far ahead of the units on its flanks. While it waits for them to catch up, the Soviets launch a counterattack.

Conclusion

Here's a scenario where the Germans need to use the river and roadblocks to keep the Soviets from exiting the west edge and thus penetrating gaps in the advancing German lines. Soviet airpower will be brutal in the early going and Soviet tanks will make mincemeat out of German halftracks. But German Leader Characters with Assault and AT Specialist skills can do a lot to slow Soviet progress and rack up LPs along the way.


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

Display Errata (6)

6 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 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)

Display AARs (1)

Holding back the Soviet masses
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario CCV1015

In this action my Captain and two Lieutenants need to stop a large and diverse Soviet force. The Germans have a fairly balanced force but without OBA. Reinforcements arrive about half way through, but the Soviets have KV-1's and T-34's. Morale goes to the Germans but terrain and setup goes to the Germans.

In setup one of my Lieutenants sets up with an AT Gun as he is a AT specialist. This could help against the lighter Soviet tanks. The Captain and the other Lt look to hold the bridge hex and force the Soviets to cross the river.

After four turns with the Soviets moving across board 7, the Germans get to OP fire on some of the advancing troops. Disruptions start to appear with a demoralization. Soviet tanks move up to support the attack and the German AT and panzers open fire. The Kv-1 and T-34s have the shells bounce off, one T-26 advances to far and is hit by the LT commanded AT gun for a kill. Soviet infantry recovers and moves to support the tanks but German mortars start to strip the infantry from the tanks. The Soviet tanks press the Germans on the bridge and try to assault without infantry support. The dug in Germans open up on the advancing T34s killing one step, but the T34 machineguns take there toll on the Germans with a step loss. Soviet infantry tries to inch forward, German HMG's keeps them disrupted, but Soviet ENG and SMGs advance with the KV-1's destroying one set of foxholes with a German INF in it.

At this point time is wearing on the Soviets, turn 15 and they are still on the east side of the river and darkness approached. More attacks by the Soviets are locked in assault and recover is not happening to the disrupted and demoralized Soviet units. In the end the Soviets manage to get 5 units across the river but the Germans hold the bridge and have destroyed more Soviet units, leaving the Germans with the victory.

I found this one interesting with the character leaders. All three leaders provided skills that help hold the Soviets off and all three look to advance in there leadership in the next scenario.

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