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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Depot Defense
Eastern Front #23
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 11th Panzer Division
Soviet Union 213th Mechanized Division
Display
Balance:



Overall balance chart for EFDx023
Total
Side 1 8
Draw 0
Side 2 1
Overall Rating, 10 votes
5
4
3
2
1
3
Scenario Rank: 757 of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-07-02
Start Time 06:30
Turn Count 30
Visibility Day
Counters 65
Net Morale 1
Net Initiative 2
Maps 3: 3, 5, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 83
AAR Bounty 141
Total Plays 9
Total AARs 6
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Meeting Engagement
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

After the initial breakthroughs on the border, the German panzers began to fan out and head for their deeper objectives. The Red Army's Stavka quickly recognized the looming danger to the Kiev Special Military District's main supply depot at Shepetovka. The Lukin Operational Group flung the newly-formed 213th Mechanized Division into the gap.

Conclusion

With no anti-tank guns, half their infantry support weapons and only a small portion of their assigned vehicles, the 213th had no hope of stopping the Germans. The 213th sacrificed itself to buy time for the Red Army sappers to destroy the depot; tragically, their efforts proved in vain when the demolitions failed to take place. Eleventh Panzer raced toward Kiev.


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.

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

Display Errata (4)

4 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 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 (6)

Depôt maudit
Author Ifig
Method Solo
Victor Germany
Play Date 2006-11-20
Language English
Scenario EFDx023

J’ai fini « Depot Defense » que j’avais commencé ce week-end. Les russes essaient d’arrêter ou au moins de ralentir une très grosse force blindée allemande, soutenue par des avions en plus. Les blindés russes ont été chanceux au début et ont pu éliminer complètement un peloton de PzII, mais très vite les blindés inférieurs sont éliminés, et l’infanterie russe sans canons anti-chars ne peut rien faire. Les allemands ne prennent plus de pertes et dégagent complètement la route à 12h15, bien avant leur limite de 14h00. Grosse victoire allemande, et je ne vois pas ce que les russes peuvent faire, une fois de plus on ressent bien le déséquilibre qu’a représenté l’invention de la blitzkrieg.

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Nothing to stop them
Author scrane
Method Solo
Victor Germany
Play Date 2023-08-13
Language English
Scenario EFDx023

This was a very fast game, where the Russians really failed to provide any meaningful opposition to the Germans. The German attackers were tasked with inflicting casualties and exiting steps off the far end of a long board. The Russians had to prevent the exit and inflict casualties as well. They planned to do this by deploying their infantry in a strong central position near the east edge of the board, send their tanks out to challenge the Germans as they approached, and hold a small reserve to move against the inevitable truck-borne exit force. The game was essentially decided by the initial clash of tanks, where the Germans pulverized the Russians, leaving some demoralized stragglers to attempt to regroup behind the small hill in the east. A small German mechanized infantry force then joined the tanks in further disrupting and demolishing the Russian infantry, while the main German exit force cruised to the eastern board edge. Decisive for the Germans were their air and artillery support, which thoroughly disrupted and demoralized the Russian infantry, preventing them from making any offensive contribution at all. German victory.

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not as imbalanced as I was led to believe
Author t1M0t8yk
Method Solo
Victor Germany
Play Date 2023-10-09
Language English
Scenario EFDx023

The Soviets used the first few turns to set up and dig in north to south on board 5 from just above the wheatfields to south of the hills behind the short minor river. The T-26s chose locations in the wheatfields and on the hills.

The Germans approached cautiously across a broad front using their superior range to take shots well in excess of the Reds. The mortars set up in the northern trees on board 8 and combined with the German OBA and occasional German aircraft started generating some dead Ivans. The Panzers, too, over time started knocking out some Red Army tanks. By around turn 15 the Germans exceeded their inflicted step loss objective, although they hadn't really advanced far.

However, it was also clear by around this time that it would be difficult for the Soviets to prevent Germans dashing off the board north of the wheat fields. So while the bulk of German infantry held their ground to tie up the southern and central Reds, a large number of mobile German combats steps first withdrew, then flanked to the north. By around turn 18 it was clear the Germans would soon meet their transit objective, so I called it in their favor.

Based on a reading of other AARs I expected this one to be imbalanced. It is imbalanced, but I think not as much as those AARs led me to believe. It would be interesting to play again but handicapping the Germans by removing their OBA or airstrikes.

0 Comments
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Unstoppable !
Author Memenne (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2012-11-05
Language English
Scenario EFDx023

The Germans rushed with their 3 PzIII and their PzIV towards the Russian side. The Russians entered and took position on the hill and the fields, waiting for the enemy.

A few turns later, one tank was dead on each side, but one Russian tank was demoralized and another one was Disrupted. Their fate was sealed...

The rest of the German forces was able to move forward, cautiously but surely.

I have the feeling that this is a real tough one for the Russian. My opponent dit not dug in, and I think he should have had. But even so, the Germans have no real strong opposition and I don't see a way to stop enough of them. I was a bit disappointed, and this is why I give it a 2.

Once again, it is maybe a matter of victory conditions. There could be a limit in the German losses : if they lose more, they can't win. Now, as soon as they kill 10 Russian steps and exit 15 steps, they win.

Any idea ? Did we miss something ?

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A quick and almost painless Soviet defeat
Author Brett Nicholson (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants vince hughes (AAR)
Play Date 2013-11-14
Language English
Scenario EFDx023

My first scenario from 'Eastern Front' attempting to command the Soviets versus Vince Hughes via skype. It was over in just 5 turns. The Soviets had just about every odd against them considering both superior German armour; all firepower and range; formidable OBA and the high possibility of one aircraft per turn. The Soviets have terrain with the choice of one small hill and/or fields to attempt to put up some sort of resistance to: eliminate 8 German steps and prevent 15 German steps from exiting the east edge of the map. The Germans just have to eliminate 10 Soviet steps and exit 15 steps in the course of 30 turns.

This battle was delayed by a month due to internet connection problems and I had a month to somehow try to figure out how to at least force a draw with odds stacked high against me from the onset. My only thought was to make as much use of the fields as possible within 3 turns and maybe attempt to dig-in some units; hoping to draw the Germans into close quarter fighting using limiting terrain. There was no way I could counter a German exit so I did my best to stay out of sight and only fire when there was a potential advantage. I did well enough with my foot units in the short time given to take postiions but with the tanks I blundered; actually attempting to dig-in within the fields instead of moving further out of sight with 3 platoons of PzIIIGs and a platoon of PzIVE's having my T-26's already in spotting range. Somehow, I thought I may get the intiative the next turn and get some AT shots out first but that didn't happen. The panzers are able to act first and the PzIVE platoon alone was able to eliminate 4 steps of T-26s on their own. Luckily all six shots from the PzIIIGs missed but now was out of 8 steps in an eyeblink. I did get lucky enough with opportunity fire to eliminate one approaching SPW251 but soon I took two INF step losses bringing my losses up to 10 steps. Before the conclusion of turn 5 it was a clear German victory as 16 steps of German armour easily passed off the east edge of the map. I gave a final parting AT shot with one of the surviving T-26s but with no success. I enjoyed my match against Vince and was kind of relieved it was over that quick. We both agreed that the only way the Soviets could hope to win or get a draw was if the scenario length was a lot shorter, maybe by half the amount of turns. I rated it a '2' however and only because it was still enjoyable as a shared play did I spare it a '1' rating. I also believe that this is the shortest play I have had ever where the victor was clear before 5 turns were up. The Soviets cannot make one mistake with their movements, especially with their slow moving and thin-skinned tanks. I gambled all on getting an initiative roll in my favor with being down by 2 to start. However, I think I am doing a little better with each shared play. Both of my online opponents are veterans of PG and have been playing for years. Even with a loss I gain something out of each match.

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Shock & Awe - Quite Literally
Author vince hughes (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants Brett Nicholson (AAR)
Play Date 2013-11-14
Language English
Scenario EFDx023

This game was played over Skype in a very quick session against head-to-head learner, Nebelwerfer. The game was supposed to be 30 turns but ended in 5. It has a tough force of Germans requiring to eliminate 10 steps of the enemy Soviets plus exit 15 step equivalents after travelling up 3 boards placed width-ways. The Germans have the advantage in quality of tanks, morale of troops, range, a 30col OBA shot available and on average, 15 turns of air-support from 1 aircraft counter. Can the Soviet force, who have the infantry numbers hold them off. We found out very quickly.

0600 & 0615 the Germans speed eastwards from the west along the main road at top speed in trucks and APC's whilst the Soviets come onto the east edge and head straight for the fields. This was what appeared to be a well thought plan by the Soviets as they were basically saying "Come in, take point blank fire before attempting to remove 10 steps". However, there was a serious flaw in its execution. The out-dated T26's were positioned on the edge of the fields facing the German advance. The consequence of that we shall see soon.

0630 German infantry & HMG's begin disembarking from their soft and armoured transports close to the field area seeking out the enemy. The Soviet T26's,instead of holding their fire that could have impeded the movement of the panzers, decide instead to activate and dig-in, thus allowing the hitherto unactivated German armour to speed in to close range and ready themselves for the next turn (Germans have a 4 v 2 initiative advantage). Also, German OBA disrupts Soviet infantry nearby positioned in a stack of 3 platoons.

0645 hours - The German wins initiative handsomely and the panzers, as threatened, unleash their salvo against the 4 x T26 platoons. The PzIV, rolls 2 x 11's, eliminating both platoons completely (8 step equivalents). However, the 3 x PzIII's miss with their 6 volleys giving the T26's a chance of reply. One of the T26's slips off into unsighted fields whilst one hangs back to fire ........ and misses ! A German Hanomag is destroyed by Soviet small arms fire as it closes in too close in the fields, but all other advancing German forces manage to get within assault range without damage. Meanwhile, the 2 x German mortars bombard a 3 stack of infantry and cause a step loss as well as demoralising 2 of the platoons. With very little to lose now, the Soviet infantry rush forward to counter-attack in a desperate effort to try and eliminate the 7 more German steps.

0700 - Just two activations here. The turn kicks off with the German OBA bombarding the mainly demoralised 3 stack. A compounded demoralisation result eliminates the 10th and required Soviet step. The 2nd activation has the 4 x German Panzer platoons exiting the road (for a 16 step exit) and also dodging a lone Soviet AT shot. So with 10 steps eliminated and 16 German steps exited, the Soviets lose in 4 and a bit turns ! Truly Shock & Awe :-)

This is only getting a '2' rating from me. Although Brett made a couple of errors, there should be no way the German loses this one unless the 'ambush' in the fields does actually work. Forget the advantages the Germans have that I mentioned above. Instead, simply cut the scenario from 30 turns to 15 and you should have a frenzied exciting and better matched fight. That all said. The fifth turn is a very quick loss for this scenario. However, I'm pretty sure that Brett is learning far more nuances of the game/system than he did in 70-80 solo plays. Face to face can be very severe when mistakes are made.

3 Comments
2013-11-14 16:47

The transition from solo to actual head-to-head plays has been quite enlightening. Playing solo you tend to get complacent with errors. I have a lot more to learn -in solo plays I experiment too much with odds and risk-taking; unfortunately that is still being carried over into actual matches. However, finding a balance will be essential and will continue to try to think outside the box yet perhaps save a few "lives" and prevent more unacceptable step losses in the future. Nice report and looking forward to the upcoming campaign Vince!

2013-11-14 18:22

They don't call it Panzer Grenadier for nothing :-)

2013-11-14 19:16

Ahhh, The T-26, I have fond memories of that at Alytus... :(

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