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
Errors? Omissions? Report them!
Head On
Eastern Front #31
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 17th Panzer Division
Soviet Union 17th Tank Division
Display
Balance:



Overall balance chart for EFDx031
Total
Side 1 1
Draw 0
Side 2 4
Overall Rating, 5 votes
5
4
3
2
1
3.4
Scenario Rank: 484 of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-07-06
Start Time 08:00
Turn Count 44
Visibility Day
Counters 97
Net Morale 1
Net Initiative 1
Maps 4: 1, 4, 5, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 105
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

When the Soviet 5th Mechanized Corps arrived at the front from the Trans-Baikal Military District in Siberia, the Stavka ordered them directly into the action against the advancing Hitlerites. North-west of Orsha, the corps' aging light tanks crashed into the Germans.

Conclusion

Seventeenth Tank Division's predecessor unit, 33rd Light Tank Brigade, had fought against the Japanese in 1939 and many of its officers and professional cadre were veterans of that armored victory. Yet poor tank-infantry coordination wrecked the attack before it started, and 17th Tank left over half its vehicles on the battlefield.


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
Soviet Union Order of Battle
Army (RKKA)
  • 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 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 (2)

Stavka does it again - 17th Tank Division gets shipped back to Siberia
Author Brett Nicholson
Method Solo
Victor Germany
Play Date 2014-05-16
Language English
Scenario EFDx031

An interesting and somewhat challenging scenario for Germany -eliminate 12 enemy steps and manage to keep German losses less than 10 steps in the course of 44 turns. A draw will be very hard to come by in this one as if both players win it still counts as a Soviet victory. So the Germans have to literally "hit it and quit it" in this one. The Soviets seem to have the firepower to get the job done as both their foot and armored units slightly outnumber the Germans but overall morale is low at 7/6 and their AFVs have paper-thin armor. Also, Soviet AFV and infantry units are forbidden to occupy the same hex together.

This is a meeting engagement where both sides enter from opposite corners of the map and both have a lot of accessible limiting terrain available to them between towns, woods, fields and hills. The Soviets know their tanks will not hold up long against the superior panzers but advance ahead of the infantry and get a foothold on some hills for extra protection. The hope is that once the panzers have to get within 3 hexes to spot them that they will at least get to fire first and quickly rack up enough enemy armored step losses to put the screws on the Germans and then let the infantry finish the panzers off. That seemed simple enough in theory but the all told 7 x BT-7 and 3 x BT-5 tank units all missed after 10 shots! Of course most of the panzers kept at a far enough distance that most of the Soviet tank's firepower would be reduced as a result of firing from increased ranges. At 09:15/turn 6, the panzers retaliate with stunning efficiency and by the turns end 7 steps of Soviet armor (counting double for victory purposes) have been eliminated in one deadly swipe, instantly meeting the German victory requirements. German foot units were kept back a distance to await the initial armored engagement and immediately began to retreat back north in the masses of woods northeast to brace for the inevitable counterattack. The panzers too would withdraw into the other woods northwest and then later link up with the others. Now there were still well over 30 turns left to go and as shocking as the intial blow was to the Soviets there was still a lot of infantry and machine-gun units left to counterattack with and plenty of time. The Germans could only retreat so far and had to be careful as units could be forced to flee off the map. SSR#4 states that any units exiting the map are counted as eliminated for victory purposes.

The rest of the battle would be fought in the northern wooded areas by foot units at very close quarters. Most of the remaining Soviet tanks would be spending the battle attempting to rally. Only two Soviet tank leaders remained and both were contained within reduced and demoralized remnants of their AFVs. In the southern, smaller portion of the woods on map 6 both German HMG units did fall prey to repeated assaults along with a platoon of infantry and the Soviets did manage to clear that area and secure it. Now the entire German force was hunkered down in the larger wooded area north of the road dividing the woods. The Soviets were losing at least 2 steps to every German one but now the Germans were in a very bad spot with little room left to fall back. Soon, with close to 20 turns left to go it looked like it would only be a matter of time before the Soviets would squeeze out a victory as they only needed to cause 3 more German step losses for the win. Then at 14:45/turn 28, the Soviet Colonel gets radio message from Stavka to send reinforcemants elsewhere, right when it seemed they were on the brink of victory. This was of course due to a controversial random event and this required 6 steps of INF along with 2 steps of HMG and a leader to exit the map within 7 turns. Things go from bad to worse as soon after Soviet assaults in the woods begin fizzle out. By the time those units leave the battle the Soviets are down to just one disrupted platoon of INF left which will likely not be able to carry any further sssaults on it's own. The Soviets do still have a decent amount of on and off-board artillery left but by now all German foot units have retreated out of range or spotting distance so that only armored units can be targeted. It looks hopeless until some of the recently rallied, reduced BT-5 units make a last dash for glory at the panzers. A triple stack of panzers lurking in the woods gets to fire first but all six shots incredibly miss the punchbuggies and even more incredibly a lowly BT-5 takes out a step of PzIIIGs! Now at 16:45/turn 36 there is a sliver of hope as the Soviets only need to inflict one more step loss for the win with 8 turns left to go. 2 reduced BT-7 units have also rallied by this but that is it for Soviet armor as the panzers wipe them all out by 17:15/turn 38 and then at 17:30, the next turn, the last Soviet INF unit is eliminated. This leaves the Soviets just a few KMS prime movers along with a reduced and demoralized FAI armored car unit left plus a few mortars and artillery pieces to attempt to hold out with. The Germans tempt fate and go on the attack again not risking too much. The Soviets have leaders left and they try to wiggle them through the lines to spot for bombardment, most are captured. A M2 result was close on some infantry units but a mere disruption was all that managed and the battle fades out with a German victory. Interestingly enough, very close to the end at 18:00/turn 41 the Germans got a random event for a change in orders to withdraw their entire force! However there were fewer than 6 turns left to go then so it was cancelled out. Even then, that would of been to the German's favor anyway but it was kind of ironic.

So looking back it's hard to tell if the change in orders/send reinforcemants elsewhere random event really decided this one, perhaps if it didn't occur then maybe the Soviets could of pulled this one off. But even at the time it occured almost every remaining foot unit was either reduced, disrupted or demoralized. Perhaps they could of rallied for one more desperate assault. In most plays the Soviets will probably win this one. I probably shouldn't of sent all of the Soviet tanks out immediately "head on" and kept half of them held back; attempted some crossfire opportunites and created more of a trap for the Germans to fall into: let the foot units dig-in around the artillery on the hill; utilized the town on the southern portion of map 4. There are a lot of different ways for the Soviets to go about this one and very few for the Germans with the VCs. One thing for certain is that I got a good solo play of this one and believe that it would of been just as good whether random events were used or not. Maybe not a perfectly balanced scenario but I still give it a "4".

0 Comments
You must be a registered member and logged-in to post a comment.
Eastern Front, Scenario #31, Head On
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2010-01-01
Language English
Scenario EFDx031

Posting #1

I am plowing through Eastern Front, scenario #31, Head On.

If I played the victory conditions as written both sides would have a victory causing a Soviet overall victory. But I will continue playing it, to maybe adjust the victory conditions a bit. I'll post a few picture later in the week, as time allows.

I am enjoying fighting with Soviet units that once fought in the Nomonham battle against the Japanese in 1939, now fighting the Germans

Just remember, a bad day gaming is better then a good day at work!

Posting #2

Kind of an interesting battle to mess with. If you go with the scenario rules, the Soviets won. If you go with a points system, the Germans clearly won. When both sides were beaten down enough I called the battle.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.276 seconds.