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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Last Stand
C&CV1: War in the East #17
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 1st Panzer Division
Soviet Union 110th Rifle Division
Soviet Union 1st Cavalry Division
Soviet Union 2nd Tank Corps
Display
Balance:



Overall balance chart for CCV1017
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 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 12:00
Turn Count 40
Visibility Day
Counters 179
Net Morale 0
Net Initiative 2
Maps 6: 1, 2, 4, 5, 6, 8
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 205
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Eastern Front Maps + Counters
Introduction

Within sight of Moscow, the Germans launch their final offensive to capture the capital. The Soviets prepare to repel them, having learned valuable lessons from the previous month's fighting. As heavy snow falls and temperatures drop (robbing the Germans of air support, and freezing up a good number of their tanks and support vehicles), the Germans launch their attack.

Conclusion

The climactic battle of the campaign. Mother Nature will make victory in this scenario very difficult for the Germans, and the Soviet cavalry will play havoc with the Germans' ability to keep the roads clear. With German forces at less than optimal strength for a final assault, German Leader Characters who have accumulated many skills over the course of the campaign will be the key to any German hope for victory. But Soviet Leader Characters who have done likewise will have a good shot at rallying their own understrength forces to stop the German advance in its tracks.


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

Display Errata (7)

7 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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

So close but so far
Author campsawyer
Method Solo
Victor Soviet Union
Play Date 2010-01-01
Language English
Scenario CCV1017

The climatic battle in the Barbarossa series and I can see why. A large battle 40 turns, 100+ units, weather, visibility and 6 boards. The Soviets are on the defensive with entrenchments and minefields make it hard for the Germans to get to the victory hexes. The Soviets setup around the towns and hills on all boards. The Germans advance on board from the west. Using roads as there is a stiff penalty for the deep snow off roads. Moving forward they start to engage the Soviet defenders. Heavy OBA on the entrenchment start to have an effect and the German assault teams move into the towns and hills. But stubborn Soviet defenders keep the Germans occupied for several turns before they can clear boards 8 and 6. Half way through the Germans are just getting onto boards 1 and 5. Darkness starts and visibility is cut to one hex. Now the leaders and units must move right up to the Soviet bunkers, but Soviet OP fire takes its toll. Both player LT's are wounded and removed from the game. In the end the Germans are able to take most of Board 1 but fail to get boards 5,2 and 4. This gives the Soviets just enough to hold the victory points for the win.

In the end only one leader survived, the Major. Several LT's started but don't finish the series showing how hard continual quality leadership is a struggle in a long campaign. I look forward to try this with other in the series.

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