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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Defending the Reich
C&CV1: War in the East #19
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 5th Panzer Division
Soviet Union 54th Guards Rifle Division
Display
Balance:



Overall balance chart for CCV1019
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 12:00
Turn Count 16
Visibility Day
Counters 71
Net Morale 0
Net Initiative 2
Maps 2: 18, 19
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 147
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Road Control
Rural Assault
Urban Assault
Scenario Requirements & Playability
C&CV1: War in the East Base Game
Road to Berlin Maps + Counters
Introduction

With Soviet forces pouring into Prussia, the Germans throw in what few mobile reserves they can find to harass the enemy flanks.

Conclusion

Here the German player needs to decide turn-by-turn whether to play this as a hit and run action or whether to commit to taking the road and driving the Soviets out of towns. How his Leader Characters' skills stack up against those demonstrated by Soviet Leader Characters will likely factor heavily in his action.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • 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
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
Guards
  • Mechanized
  • Towed

Display Errata (3)

3 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 41

All SS PzIVH tanks should have a movement of 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)

Display AARs (2)

Splitting the defensive seam
Author campsawyer
Method Solo
Victor Germany
Play Date 2011-06-15
Language English
Scenario CCV1019

A quick jump back to C&C to continue my Soviet Leaders in their effort to take Berlin. This time they are on the defensive as a reduced German Panzer Division looks to disrupt the Soviets while they consolidate there lines. My three Lt's look to stop them, but it is going to be difficult. The Soviets must hold towns and roads while not losing too many units. The Germans can pick the attack and the Soviets will need to have a dispersed defensive line and move quickly once the attack is identified.

As for the units the Germans have decent tanks Panthers and PzIVH's with some GRENs and HMG's. As for OBA Germans have 3x16 which is good enough to keep the lower morale Soviets shaken up a bit. The Soviets have a good force of INF, HMG and two good AFV's and SU-100 and SU-85. There are some T-70's but these will only be good if the German halftracks venture forward. Soviet artillery is OK with 2x12 and some onboard mortars. Morale favors the Germans as the Soviets are a full point below the Germans in both full and reduced morale. German leaders were lower quality and the Soviets were better quality with the 3 character leaders too.

So for the setup, the Soviets have three areas to protect, the right and left edges of the maps and the center town of 1208. There forces are centered around this with INF and HMG in towns and woods. The SU-100 in the town on board 19 in the town to cover a possible German advance. and the SU-85 on the right flank covering the board edge and center. The AT gun is posted near 1208 to defend against a center attack.

The German advance needs to be pointed and direct as they don't have a lot of units to attack with. They look to move down the east side of the board and take on the SU-85 and the INF. They hope to take the road then move to attack the woods to position for a assault on the town, all on board 18.

Moving down the edge to minimize the OP fire the Panthers and PzIVH's advance down, but Soviet artillery strikes first blood with a kill on advancing German GREN's. Germans artillery fires back the Soviets and scores a kill on a Guards INF. By turn 3 the German tanks are in range of the SU-85 and the SU-100, which has move over to the woods on board 18 to attack the German armor. The SU-100 reduces a PzIVH, but the SU-85 becomes a victim of a Panther. At this point the German armor has crossed the road and control a road hex giving them the road victory condition. German OBA continue to rip apart the Guard INF, a total of six steps are lost to the OBA and several disruption and demoralizations as well.

Soviet DF, OBA and OP fire was ineffective rolling many 6,7,8's allowing the German GREN's to close on the woods edge on the Soviets right flank. German DF demoralized the Soviet defenders and they ran back into the woods. Meantime, Soviet forces move from board 19 to reinforce the units on board 18. But the German attack is concentrated to the woods making it hard for the Soviets to get units and fire on the advancing Germans. The Germans realized they just need to keep killing Guard INF and they can get the second condition without assaulting the towns. The Germans do assault a woods outpost and destroy the reduced HMG and INF, this puts them over the top for the victory conditions and now await the weak Soviet attack. The counter attack is feeble as the Soviets can't get enough good troops into the woods battle. A Guard LT tries a valiant charge but it cut down by German AFV's, GREN's and HMG. At that point the Soviets were done on turn 15. They would need to pull back to setup a better defensive line. The Germans were very successful using a small force on a board edge attack.

A couple of interesting points, a first friendly fire X followed by an X on the attack. A German 81mm mortar attack FF reducing a GREN, then rolling a 2 to reduce a Guard INF. On another point the German 81mm mortars found a nice safe haven in the marsh. It gave them a -1 BF modifier to counter the +1 for the mortars. In two cases it save it from destruction.

As for the leaders, all the LT's were stationed away from the attack and had to quickly move to the action. The one LT that was closest to the battle was able target OBA and get some points as well as recover disrupted units. The others were able to survive the attacks and help recover troops, but that was about it.

Overall it was fun, the German attack was flawless and there AFV's were able to dominate the Soviets. The Soviets couldn't muster a defense to the narrow attack and were forced to continue to recover units rather than attack.

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Hit and run like hell
Author scrane
Method Solo
Victor Soviet Union
Play Date 2011-01-22
Language English
Scenario CCV1019

The second scenario in my playing of the Battle for Germany campaign saw the introduction of two new German officers, Lt. Linberg and Lt. Kammerer.

  • Lt. Linberg, 8-0-1, Urban Assault Specialist, Mortarman/Artillerist
  • Lt. Kammerer, 8-0-0, Urban Assault Specialist, Rifle Combat Specialist

This was a fast scenario. The Germans have a company of PzIVs, a company of PzVs, two companies of panzer grenadiers in halftracks, and HMG, mortar and OBA support. Their mission is to take and hold a line of towns along an east-west road. They attack from the north. The Soviets have about a battalion of Guards, with HMG, mortar and light OBA, supported by self-propelled anti-tank guns, assault guns, T34s and a company of T70s. The Soviets deployed just south of the road in towns and cover, with their most powerful ATGs foremost. The German plan was to lead with their armor, try to knock out the ATGs and Soviet tanks so that the mechanized infantry could advance and take the central town.

The German tanks advanced and immediately began to take out the Soviet armor. German Lt. Gluckwunch, again leading the mortars, came under Soviet OBA fire before he made it to the forward observer post he'd been assigned in a copse opposite the main Soviet position. True to form, he and his troops were demoralized and wiped out in 30 minutes. The German tanks efficiently reduced the Soviet armored units and moved closer to the infantry positions to take them under fire. A bold local counterattack by the Soviet major wiped out a platoon of Panthers in exchange for a platoon of infantry, so the German tanks pulled back slightly.

At this point the German panzer grenadiers entered the board and advanced about a third of the way toward the Soviet town. They came under artillery fire, which disrupted some truck-borne HMGs and even a platoon of halftrack-carried infantry. Brave Lt. Peshkov led another infantry assault on the remaining Panther platoon and wiped it out. Another Soviet Lt. tied up the PzIV company in an assault. Then, the Soviets played their ace in the hole. The T70 company, which had been kept in reserve, advanced. Over the course of 30 minutes it took out a company of panzer grenadiers in their halftracks, firing at extreme range. With fully half their force eliminated, the Germans retreated after only two hours.

Summary of Character Status:

  • Lt. Gluckwunch, reprimanded for cowardice AGAIN, LP -15
  • Lt. Kammerer, killed in action
  • Lt. Linberg, LP 4

  • Capt. Severin, LP 9

  • Lt. Peshkov, LP 8
  • Lt. Ossipov, LP 4

Campaign Victory Point Totals:

  • Germany, Scenario 1: 7
  • Germany, Scenario 2: 21

  • Germany, Campaign Total to Date: 28

  • Soviet Union, Scenario 1: 78

  • Soviet Union, Scenario 2: 38

  • Soviet Union, Campaign Total to Date: 116

Things aren't looking good for the Germans right now, but there are more scenarios to play. Perhaps a new leader in next game will start to turn things around for them.

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