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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The Brandenburgers
Eastern Front #14
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 8th Panzer Division
Germany Brandenburg Detachment
Soviet Union 188th Rifle Division
Display
Balance:



Overall balance chart for EFDx014
Total
Side 1 17
Draw 0
Side 2 5
Overall Rating, 22 votes
5
4
3
2
1
3
Scenario Rank: 730 of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-06-26
Start Time 07:00
Turn Count 10
Visibility Day
Counters 36
Net Morale 1
Net Initiative 3
Maps 2: 3, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 56
AAR Bounty 123
Total Plays 22
Total AARs 9
Battle Types
Bridge Control
Road Control
Surprise Attack
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

Spearheading the attack on the Soviet Union, German "Brandenburg" commandos attempted to seize key locations. One such detachment, wearing Soviet uniforms and riding Soviet trucks, assaulted the bridge across the Dvina River at the town of Dvinsk.

Conclusion

The detachment reached the bridge, but an alert Soviet guard attempted to halt the second truck. The Brandenburgers immediately attacked the bridge garrison. The tanks of the 8th Panzers rushed the bridge and assisted in its capture. The bridge guards, just arrived in their retreat from the front, had no orders to blow the bridge. The 8th Panzer Division continued toward Leningrad. the Brandenburgers suffered heavy casualties, almost all being wounded with their commander and five men killed.


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

Display Errata (6)

6 Errata Items
Scen 14

This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present.

(Shad on 2010 Apr 29)
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 495

One unit from Eastern Front has a direct firepower of 3-5 on its reduced side instead of the normal 4-5

(garbare83686 on 2023 Nov 26)
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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (9)

Tricking The Soviets
Author TheDoctor
Method Solo
Victor Germany
Play Date 2012-08-31
Language English
Scenario EFDx014

Setup: The Soviets crowded the road, hoping to discover the Bradenburgers, and placed two INF's in the bridge, with a 10-0-1 LT. The Germans setup the 8th on the far left, prepared to mobilize, with the INF and HMG's in the SPW251's. On turn 1, the Bradenburgers passed through four different units before reaching the bridge, each times rolling less than a 6 on the discovery roll. when they reached the bridge, and the Soviet rolled for discovery, they rolled well, ousting the German commandos. The assault began immediately, with the Germans rolling a 5 on the 24 col, destroying one INF, killing the leader, and demoralizing the second INF. The 8th rolled up, and dumped the infantry off, withstanding the futile OF of the Soviets. They assaulted the next turn, quickly destroying two steps, and disrupting many more. The Bradenburgers finished off the the last INF in assault, while the 8th dealt with the remaining forces along the road. After three more turns, the last of the Soviets had been killed.

Result: German Victory

Scenario Rating:4/5

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Brandenburgers go back to flippin' burgers when special ops flop
Author Brett Nicholson
Method Solo
Victor Soviet Union
Play Date 2014-01-31
Language English
Scenario EFDx014

I suppose this one comes down to a few very crucial dice rolls. I set up the modest Soviet force strung out along the road and bridge as checkpoints and the Brandenburgers decide to go off-road to avoid the first one. That must of aroused some suspicion as to why a "Soviet" truck would avoid a checkpoint. The commandos roll up onto the second checkpoint adjacent to the bridge hex and then they are found out on the first attempt when a "6" is rolled. They must of got the password wrong or not of spoken very good Russian -they were caught! A first attempt at blowing the bridge fails. The next turn the Germans get the intiative easily and the commandos assault. It seemed as if they would blot out the the 3 steps of Soviet INF easily as the KDO units has a direct fire value of 7 combined with a 10-2-1 rated LT, along with two more shifts on the assault table pushing it up to the 24 column. The Germans only roll a "1" failing to eliminate any steps though one reduced Soviet INF is demoralized. A second attempt at blowing the bridge fails as the 8th Panzer units continue to advance forward to support the burgers. Soon the Soviets are able to reinforce the assault hex just in time with HMG units and keep the commandos bogged down. A third attempt at blowing the bridge fails. The next German assault is more effective but has still failed to clear the hex of all Soviet steps and then it happened, on the fourth try the bridge was blown - a rare Soviet victory on the 5th turn.

With only five more turns to pass I finished this one off just to see what could be done with the remaining time. Sure enough on the 6th turn the road hex was cleared but no more bridge so German units begin to mount for a river crossing while the few remaining and demoralized Soviets flee to the town to rally. In a desperate attempt to redeem themselves the Brandenburgers are one of the first units to cross the river and paired with a SPW251 they rush into the town but time was up and they never got to make another assault. By the scenario's end only half the German force had made it across the river.

So I went into this one expecting very little from previous ratings and AARS and it turned out to be quite a surprise. Once the commandos were found out on the first attempt I knew the Soviets had a chance but figured that the one checkpoint would get rolled over on the first attack. So it really came down to lucky rolls for the Soviets and a blunder of a first round assault for the Germans. Go figure that a "1" would get rolled on the 24 assault table, it just wasn't mean't to be on this attempt. Most people will surely win playing the Germans as likely the commandos will make it to the bridge in time before it is blown. I suppose that if the Germans had won this one I may have rated it lower and wrote it off as a total bore. For a 10 turn length and easy set-up I don't think there is much to complain about though it is arguable that the scenario is broken in a few places. I definitely got a "4" out of it for a fast-moving solo play but as other's have suggested not much for competitive play as it is really dicey.

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A bridge not very far
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-11-04
Language English
Scenario EFDx014

The Soviets set up to block the German advance rather than to hold the bridge. The German Kommandos made it to the bridge without being discovered and then dismounted. The Soviets counterattacked, it the Germans got enough units to hold the bridge, which the Soviets could not get back. German victory.

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The Brandenburgers
Author bp1123
Method Solo
Victor Germany
Play Date 2020-04-18
Language English
Scenario EFDx014

Panzer Grenadier: Eastern Front by Avalanche Press. Scenario #14 The Brandenburgers 26 June 1941 0900 hours (end of engagement). The Soviets fought hard but really never had chance. Called on turn #9 of 10 as the German victory condition (occupy the bridge and control the adjacent road hexes) had been met, with no chance for the USSR to change the out come. Losses were relatively light on both sides (picture #2 and 3). Disruption, demoralization, and poor leadership ruled the day. The USSR had multiple opportunity (4 attempts) to blow the bridge but failed to do so. The KDO platoon ruse worked, but they were eliminated while trying to secure the bridge. That was the high light of the Soviets day. It was all down hill from there. The German infantry secured the flanks and pinned the soviets down while the Pzr38's stormed the bridge and the armored cars dealt with the AT gun. One armored car step was lost during that skirmish. German losses were 1 armored car step, the KDO platoon, a half track, a truck, and an AT gun. Soviet losses were the Captain, an AT gun, a heavy MG platoon, and a platoon + 1 step of Infantry. Panzer Grenadier is a great series and game system.

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nice little scenario
Author t1M0t8yk
Method Solo
Victor Soviet Union
Play Date 2022-01-23
Language English
Scenario EFDx014

It was a rare one that went down to the wire. I used the original victory conditions; no modifications required. It's a bit unclear where to set up the commandos. I thought common sense would say with the other German units. Given the close result that definitely seems the intention.

It took four turns for the Brandenburgers to reach the bridge, which was defended by one full-strength and one reduced-strength RKKA platoon. They were not discovered so the Brandenburgers ambushed the bridge defenders. Most other Russians were deployed east of the bridge and south of one of the board 3 forests. They pulled back as soon as they could then activate to defend the three critical hexes. The 8th Panzer division elements moved up over the course of the next couple of turns.

The commandos won the bridge assault, although they did take a step loss. They were soon joined by the armored cars and tanks while the other German infantry closed to assault the other RKKA. The victory hex east of the bridge became the critical one. The Reds managed to reinforce it, and the Germans simply ran out of time before finishing them off.

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Comparison Time
Author Matt W
Method Solo
Victor Germany
Play Date 2012-09-09
Language English
Scenario EFDx014

I played this one in Panzer Grenadier and since I was so surprised at how the Sneak Attack scenario had changed I wondered if this one would be substantially different. The Soviet strategy was essentially the same, string out on the road to "find" the Brandenburgers before they reach the bridge. The ability to win the game still hinges on keeping the Brandenburgers from getting to the bridge, which boils down to several die rolls. In this case I found them while they were still three hexes away from the bridge.

I had three chances to blow the bridge and came away empty. By that time the Germans had pierced through the defenses and been able to assault the bridge.

While this is not a particularly memorable scenario it is very quick and kinda quirky, plus you get to use the KDO unit in Eastern Front which is kinda fun. All in all, not a bad way to spend about 30 minutes.

This is not really suited for competitive play, so is recommended primarily for solo play.

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Memoirs of Lt. Von Trapp.
Author GeneSteeler
Method Solo
Victor Germany
Play Date 2010-08-13
Language English
Scenario EFDx014

The Battle - 0700

We left elements of the 8th Panzer Division behind as we approached the Dvina River bridge. The Soviet uniforms were itchy as our truck bounded along the road.

We passed some SMG platoons who seemed to take no notice of us. I assume they just thought we were returning from the front.

We got to the bridge and disembarked from the trucks. The Soviets got suspicious so we opened fire and took out half the infantry platoon. We stopped the Soviets from blowing the bridge and within minutes the armour and APCs of the 8th Panzer had arrived.

The fighting was swift and fierce, but the Soviet SMG platoons were too far forward and were swamped by the 8th before they could effectively react.

Some reinforcements attacked us from the east while we were finishing off the Soviet infantry. We lost about half of our men, but soon had the Soviets running back to town. It was about 0800.

The 8th Pz sent a couple infantry platoons after the Soviets while we tended our wounded and began to remove the explosives from the bridge.

Within half an hour, the 8th informed us the area was clear. A handful of Soviets were holed up in a small warehouse in town, but were expected to surrender as soon as the Panzers rolled in.

Aside from the loss of half my commandos, the operation was a complete success. About 150 Soviets were captured or killed.

Lt. Von Trapp, Brandenburg Detachment

Aftermath

An interesting situation and a very quick scenario to play. As noted, the Soviets may have done a bit better had their SMG platoons clogged up the road. Only for the purpose of slowing down the Panzers. There was plenty of time available for the Brandenburgers to advance.

Scenario Rating 2/5: Interesting situation but quite “scripted”.

COMING SOON! - SCENARIO 15 – Zelva, The Soviet Break-Out.

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That's The Way It Was
Author caryn (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2011-02-07
Language English
Scenario EFDx014

Introduction

This seems like it would be an interesting scenario, depicting as it does a very difficult situation to model in a wargame. Special Forces operations seem to fascinate wargame developers and players of modern video games, but the difficulties of modeling Special Forces operations is that, conventionally speaking, they are terribly weak when compared to the units they are assaulting. Here was a chance to see what the strengths and weaknesses of a Special Operations unit are, balancing superb unit morale and concentrated firepower with the age-old equation of numbers and time; there are reasons line Generals like Schwartzkopf are dismissive of Special Forces, and the math at the heart of a wargame engine is one of them.

Scenario Note

We played this scenario with Brandenburgers' set-up with 8th Panzer, as that is our usual go-to Rule when a Scenario omits precise set-up details for a following unit (it sometimes happens). The lack of Engineer units prohibits units crossing the River, regardless of the crossing numbers given in the rules. This play is the one for which this AAR and the Scenario Rating is given.

If the Brandenburgers are made to assault the bridge on the first Turn, or if 8th Panzer is prohibited from moving until the Turn after the Brandenburgers assault the Soviet bridge garrison, a much more exciting game is had.

The Plans

For the German Player, the plan is simple: hang on till 8th Panzer reaches the bridge and can reinforce the assault. For the Soviet Player, everything depends on the set up. The SMG and HMG units must be as close as possible to the bridge, and stacked. The 82mm and HMG must be dug-in and positioned to bring fire into the bridge hexes, even if they are under assault. The SMG platoons must be as close as possible to the bridge.

The Game

Was surprisingly unexciting. The German strategy, which had the virtue of being tailored to the Special Forces' needs rather than the Regular Army's needs---which is how things tend to work in real-world cooperative operations---worked to perfection. By the time the Brandenburgers had assaulted the bridge, there was no time left for the Soviets to do anything about it. 8th Panzer's troops poured foreward, although an SdKfz 222 platoon was wiped out by Soviet Anti-Tank guns firing from the far side of the river, at maximum range. The leade PzKpfw 38(t) troop was also hit, suffering losses and falling back in disarray. The German Infantry dismounted, and the SPW 251/1s sped foreward to supress the Soviet 45mm ATG. The Soviet gunners showed remarkable discipline, and hit another Pz. 38(t) troop, knocking out several panzers. This turn of events slowed the German advance, putting a little caution into 8th Panzer's advance, but the ATG crews' elan was ultimately futile, the superior morale and firepower of the Brandenburgers overwhelming the small bridge garrison before the remaining Soviet units could reach it. The 45mm Anti-Tank gun battery was finally knocked out, allowing the SPW 251/1s to add their firepower to the assaults at the east end of the bridge, while the infantry and the now-reorganized Pz. 38(t) waited to cross the bridge to drive the Soviet infantry platoons back. Time ran out for the Soviets.

Conclusion

This is what happened, and I consider that a good wargame provides a framework for historical accuracy with a balanced chance of achieving realistic goals. A more aggressive Soviet set-up might prove intriguing, holding each hex with one unit to prevent overrun by 8th Panzer. With the 45mm in the Eastern-most hex, AT fire is still possible. Mostly, though, it takes Luck for the Soviet Player to win; one of the bridge units must Spot the Brandenburgers in the Westernmost objective hex, before the bridge itself; then it's a whole other world.

The Germans showed a fine understanding of the limits of Special Forces throughout the war, so I don't have as much trouble with this scenario as some do; the Germans seem always to have understood that Regular forces needed to be on the scene very quickly if the objective were to be held. Take 8th panzer out of the equation---say by prohibiting their movement until a Soviet unit employs Direct Fire (not Assault), or by having them enter the Board on Turn 5 while the Brandenburgers must start the game within three hexes of the bridge on Board 3---and it is a completely different scenario.

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Surprise!
Author Bart
Method Solo
Victor Germany
Play Date 2011-03-19
Language English
Scenario EFDx014

Played solo.

Weird scenario this one. Wattodoo with the setup? There seem to be no setup restrictions for the KDO unit so they could as well set up right on top of the troops on the bridge. To give the poor Russians a fairly fair chance I set up the unit adjacent to the bridge which I occupied with the 46mm and the 4-2 Inf + leader with the 1-step Inf adjacent to them. I also decided to put a SMG unit 3 hexes west of the bridge, not yet realising that the loaded KDO could drive around the guys and pull a nose in the process.. Well they, after all, would play a role to a certain extent, before becoming extinct ;-)

The rest of the support troops I set up in town as sort of tactical reserve. The Russian situation was hopeless from the start. The Germans received 2 segments at start and the KDO immediately drove up the bridge, "dismounted" off of their truck :-) and assaulted to totally paralysed bridge guards. Before they could say "Njet!" they lost an Inf step and the 46mm (6 on the assault roll). To make things worse, the far off sounds of the short firefight immediately triggered the 8th Panzer detachment. The triple-2's jumped forward and in no time the hapless SMG saw himself almost surrounded. They feebly tried to support the bridge troops next turn, but without much success. The rest is history, by turn 3 the Pz38t's drove up the bridge to support the KDO unit which had almost cleared the bridge by then. The 3 hexes which had to be in control were so 3 turns before the end of the scenario.

Conclusion: The Russians did not stand a chance from the start. A totally one-sided affair which immediately reminded me of scenario 2: Sneak Attack. If the non-bridge units could setup a little closer, maybe the Russians have a better chance.

Following the current setup restrictions the bridge can never be destroyed. Luckily so for the Germans as, although river crossing numbers are given, there's no Engineer unit in German OOB that could help them across (Major River) ;-)

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