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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28th Tank Attack, Part 2
Eastern Front #13
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 11th Infantry Division
Soviet Union 28th Tank Division
Display
Balance:



Overall balance chart for EFDx013
Total
Side 1 5
Draw 3
Side 2 4
Overall Rating, 12 votes
5
4
3
2
1
3.33
Scenario Rank: 532 of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-06-25
Start Time 10:00
Turn Count 24
Visibility Day
Counters 107
Net Morale 0
Net Initiative 1
Maps 3: 1, 2, 3
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 92
AAR Bounty 159
Total Plays 12
Total AARs 3
Battle Types
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

After their failed night attack on the 23rd, 28th Tank Division and their legendary commander, Col. I.D. Chernyakovskii, spent the 24th immobile due to lack of fuel. The division's supply elements had been delayed by German air attacks and did not arrive until the afternoon of the 24th. Refueled, the formation planned an attack the following morning on the German 11th Infantry Division.

Conclusion

Twenty-Eighth Tank Division gained little ground and by the end of the day had been forced to retreat to avoid being encircled. On the morning of the 26th the division had fewer than 50 tanks still running. The 55th Tank Regiment's commander became one of the war's first Heroes of the Soviet Union in the battle.


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

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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (3)

Soviet tanks reluctant to participate in "tank attack"
Author Brett Nicholson
Method Solo
Victor Draw
Play Date 2014-01-26
Language English
Scenario EFDx013

This was an interesting one because of the uncertainity of Soviet tanks being able to advance or manuever due to either fuel shortages and/or mechanical problems represented by having to roll 1-3/D6 to get them to move. This made things very difficult for the Soviets to get a combined arms attack going. 6 platoons of T-26s were deployed together on the road hoping to get to the town or wooded areas of the middle map before the German StugIIIB or wagon transported 37mm AT guns could. Unfortunately a whole hour/4 turns passed before they could get moving, even after rolling for two separate groups of them (8 failed attempts!) and by that time it's too late. The other Soviet tanks, Bt-5 and Bt-7s were deployed in the town on map 1 reinforced with reduced units of INF as a reserve but had to be activated in place of the T-26s that failed to intiatiate the attack. Meanwhile, two groups of Soviet foot units cautiously advance through woods and fields to protect the western fringes of map 1. Units in the fields had plenty of time to dig-in as German foot units had no transport available to get them around. Without tanks cooperating early on the Soviets didn't even bother to try stopping the Germans from crossing the river or occupying the central town.

So instead of making a "tank attack" on German units the Soviets go on the defensive hoping to satisfy the easier VCs of eliminating 16 German steps realizing it would be very tough to keep map 1 totally devoid of German units. With the Germans it seems highly unlikely that they will be able to rack up 35 eliminated Soviet steps to satisfy one of their VCs so they do all they can to maintain a presence of at least 15 units on map 1 to achieve the other. Neither side has any ambitions of meeting both of their VCs for a major victory but more emphasis on preventing the other from even gaining one of the two.

There were two separate battles going on at once, both on map 1, taking place in the woods to the north and in the fields to the south. The battle in the woods was predictably stagnant and bogged down - this is where a lot of the reduced Soviet units were placed, mixed in with a few full strength units to act more as speed bumps and keep Germans from advancing further. However, the battle around the fields was a bit more intense. Some interesting things occured during the course of play. Once wagon-transported 37mm AT guns had crossed the border of the maps and hurriedly unloaded and unlimbered while 4 platoons of Soviet INF charged at them to mount an assault. The AT guns were able to fire at point-blank range at them first, generating a step loss and sending half fleeing but 2 platoons got through and ovveran them eliminating 2 of the guns. Also, some Soviet INF units that were hiding in the fields were able to manuever around German units assaulting dug-in positions and attack them from behind almost totally encircling them. As far as the Soviet tanks were concerned, when they chose to cooperate, they were mostly used for their direct fire values triple stacked to increase firepower to 18 points against German foot units effectively. There were a few brief tank v.s tank engagements; the first one resulted in the loss of one T-26 and one Bt-7 step loss before return fire reduced and demoralized the lone StugIIIB platoon. Later on, after fleeing to the safety of nearby woods that reduced StugIII would return to claim another Bt-7 step loss and survive the end of the battle.

As the battle continued little ground was gained or lost. German units continued to manifest themselves on map 1 though, to meet the 15 unit requirement for a German victory. A lot of rallying was needed to keep their presence there. The Soviets were having a tough time reaching their victory conditions of eliminating 16 German steps and it looked for a while that the Germans were going to win this one. In fact it wasn't until turn 24, the last turn that German losses just barely reached 16 steps and not a step more. However, a final count was made of the remaining German units on map 1 and there were 19 across ending all this chaos in a draw.

I really liked this one though it can be frustrating with the Soviet tanks not being able to move at times. Had the T-26s been able to move right away, at least before 4 turns had passed then the battle would of played out a lot differently and an attack would of been made on the Germans somewhere on the central map instead of taking up defensive postions. I had no idea that the Germans were going to get so close to a victory before playing this one out and thought more likely that the Soviets would take this one by the sheer strength of numbers. Rated a "4" for replay value and that it is balanced enough for a decent shared match.

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long slog but pretty interesting
Author t1M0t8yk
Method Solo
Victor Germany
Play Date 2022-01-21
Language English
Scenario EFDx013

Another solid scenario, even with the original victory conditions. This one had some ebb-and-flow; at first I thought the Germans had the upper hard, then the Russians got a lucky shot at the StuG platoon and it looked like things were tilting their way, then the Germans starting picking off RKKA armor and swung things back. I eventually pulled the plug in turn 21 when the Germans had achieved their inflicted step loss victory condition. The Germans barely had a toehold on board 1, but changing that was very unlikely, and even just a few platoons is enough to prevent the RKKA from getting a draw.

Both sides raced to the board 3 town. The Germans got there first, including with their lone Stug platoon. Infantry from both sides squared off in the space between the town where board 3 and 1 meet. The RKKA set up right on the edge, the Germans two hexes from them. The Germans starting dropping their OBA on the Reds. The Reds fired back what they could, a lot from their tanks, but they were still delayed by command control limitations. The Germans started to gain the upper hand, aided as well by superior leadership and morale.

The Germans decided to use their OBA to soften up the Russian defensive line. It became on interesting race between that, RKKA digging in, and RKKA armor moving up. Turn 11 was impactful as a crossfire-enhanced shot by a 76.2 mm battery got lucky and destroyed both StuG steps. This was in spite of it taking shelter in the board 3 town.

However, the Germans got their own good shots on the Red Army armor. The Red tanks closed range to put their abundant firepower on the forward-deployed German infantry. Once there of course I thought better to keep firing. But the German AT batteries got the upper hand, their success contributing significantly to reaching the inflicted losses victory threshold.

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Note to Self – Do not take the path of most resistance.
Author GeneSteeler
Method Solo
Victor Soviet Union
Play Date 2009-07-15
Language English
Scenario EFDx013

Introduction

June 25, 1941. This scenario continues the failed night attack on the 23rd. The Russian 28th spent the 24th immobile due to lack of fuel due to a delay of supplies courtesy of the German air forces. The following morning the battle against the German 11th Infantry continued…

The Germans would have an uphill battle ploughing through the Russian armour while taking minimal losses with only 1 platoon of StuGIIIB and 4 batteries of 37mm AT Guns. They have a maximum of 6 hours to achieve their objectives.

Note: Score will be denoted by (x-y), where x=German casualties, y=Russian casualties.

1000

Morning dawns and the StuGIIIB races towards the bridge and encounters 4 platoons of BT-7 coming from the east.

StuGIIIB gets in first fire reducing one of the Russian platoons. Heavily armoured the return volleys have no effect (0-2)

Russian armour and infantry flood in from the east and the German artillery begins to pound against the Russian foot.

As the Russians continue their advance towards the town, the Germans flood the bridge and over the minor river.

German artillery eliminates a broken Russian platoon (0-4).

Even though vastly superior, the protection of the town guards the Russian armour and the German StuGIIIB misses again.

German infantry charge the town and half a platoon is lost (1-4).

1100

In a fateful turn of events, the StuGIIIB is reduced by a volley from some BT-7s! (2-4)

More German infantry are lost approaching the town (3-4)

Play note: It was at this point that I thought that perhaps the Germans should have possibly approached this battle from a much different angle. They should have veered their forces north and south, avoiding the town and pressuring the east map. On the same note, the Russians should have dug-in most of their armour and infantry against such a manoeuvre and not just charged everyone into the town. I felt like starting this scenario over at this stage, but with 112 to get through in this module alone, I carried on.

German forces begin to flank the town to the south using the woods. (3-5)

Russians lose half an infantry platoon to German Artillery. German AT Gun battery is destroyed by Russian artillery. (4-6)

Germans continue to press in the woods (4-7), but their advance is more or less stagnated.

1200

Russian mortars spotted in the northeast woods draw the attention of the German artillery.

The two sides trade off casualties in town and in the woods (6-9)

Fighting outside the town gets intense. A Russian HMG is reduced while a Lieutenant is cut down with his Infantry platoon trying to flee (6-12).

The Russians respond with direct fire eliminating a German INF platoon (8-12).

A Russian Mortar is hit by German regimental artillery. (8-13)

The German Col. organises an assault versus the Russian armour. Half an HMG platoon is lost, but a 37mm AT Gun hits its target and leaves a BT-7 smoking in ruins. (9-15)

A German HMG company moves around the unprotected north of the city.

1300

A German HMG platoon is reduced by rifle fire (10-15) as the German AT Gun celebration is cut short as they are demoralised and flee under a barrage of Russian artillery (11-15).

German artillery hits a Russian platoon (11-16)

Play note: At the halfway point and the Germans are almost at their 16 step limit. With too many losses, it looks impossible to get 15 units onto the eastern board and unlikely to inflict 35 steps against the Soviets as they have too little firepower remaining. Russian victory.

Aftermath

Demoralised, the Germans call off the advance and retreat to regroup as the 28th Tank Division fortifies themselves in the town.

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