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!
Those Who Can...
Eastern Front #53
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 900th "Lehr" Motorized Infantry Brigade
Soviet Union 220th Motorized Rifle Division
Display
Balance:



Overall balance chart for EFDx053
Total
Side 1 4
Draw 0
Side 2 2
Overall Rating, 7 votes
5
4
3
2
1
2.71
Scenario Rank: 861 of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-07-30
Start Time 06:00
Turn Count 48
Visibility Day
Counters 60
Net Morale 1
Net Initiative 1
Maps 2: 4, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 83
AAR Bounty 153
Total Plays 6
Total AARs 4
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

With German panzers rolling up the "Smolensk pocket," to the north of Smolensk the Soviet 30th Army launched a series of disjointed attacks in hopes of relieving pressure on the forces trapped there. These surprised the Germans, who believed the war was nearly won discounted Soviet resources and morale.

Conclusion

The German Lehr, or "teaching," units comprised the veteran demonstration units of the Wehrmacht's advanced infantry and armor schools. Considered an elite force, the brigade's status took a serious blow when decidedly second-line Soviet forces drove into their positions and a battle group from 20th Panzer Division had to ride to the rescue. The Soviet division took such heavy losses, it was withdrawn from the front two days later and added to a reserve army of People's Militia divisions.


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

Display Order of Battle

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

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 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 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 951

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

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (4)

Those Who Can...
Author Dean_P
Method Solo
Victor Germany
Play Date 2010-08-07
Language English
Scenario EFDx053

This is a very fun little battle between a numerically superior Soviet force against a weaker German force that happens to hold a town at the outset. Soviet forces start along the eastern edge and have as a goal to remove all German presence from the city and the east-west road. The German goal is to hold the city and/or east-west road AND remove 20 steps. The Germans have been ordered to not ask for reinforcements (3 armored units) until the Soviets are in the city. Germans have better morale and much better leadership. Both the Germans and Soviets have OBA (32 for Germany, 36 total for Soviet).

The Soviets start along the eastern border. A three-pronged attack is envisioned: A HMG-led force along the south, a mortar/Artillery force to the north and an infantry force to clear out the woods in the center.

The Soviet advance is unimpeded for about the first hour, with neither the main flaw in their plan nor the main weakness in their force exposed. At about the first hour, the units in the city spot the artillery force to the north. Unfortunately, these forces are on open ground and the OBA starts working its magic. While it doesn't immmediately reduce the units, it does disrupt their plans. The range of the soviet artillery is limited to 10, so approaching from that vantage was not the best of plans.

The Southern force has no such issues and slowly but surely moves toward the woods just outside the town with no resistance.

The central thrust is bogged down in the woods, but is slowly making progress. Time isn't an issue, so they have no reason to rush. After about 90 minutes, the units finally come in contact with the German forces in the woods. The battle rages... but the Soviets have trouble making any progress as they are unable to combine any attacks. This is a fatal flaw in their leadership and coupled with the higher morale of the Germans, the Soviets just aren't able to do any damage. But being loyal to Mother-Russia, they keep trying. They assault one of the german positions and try to feed new bodies throughout the assault. The other German position is kept busy (or so the Soviets think). They are slowly wearing the germans down (down to one reduced squad and the leader left in the assault) when the remaining german stack joins in. The result is devastating. The Germans rout the Soviet assault due in no small part to having a 2-1 Lt and a 0-2 Captain. The Soviets still outnumber the Germans in the woods, but are unable to concentrate fire and the Germans start going from stack to stack, slowly eliminating the attacking force.

As time marches on, the German OBA starts inflicting serious wounds on the northern flank. The Soviet infantry that's assisting the artillery make a break for the city and reach the outskirts, but are cut down before being able to get into the city.

With the northern force in shambles, the southern force rushes out from the woods only to meet the same fate as their comrades. Once again, the Soviets just cannot concentrate enough firepower to do any damage while the Germans can. Higher morale and better leadership once again win the day and the southern force is bloodied.

In the center, the lone stack of Germans are slowly obliterating the Soviet forces. Unit after unit falls to the German assault and eventually even the resolute Soviets realize that securing teh town and road are not possible.

Final score: German Victory (21 Soviet steps lost to 5 German and total german control of the road and town).

In conclusion, the Soviets had a bad battle plan. The artillery should have come up from the south and potentially reaching the close woods before being spotted. The northern thrust should never have been attempted (that old axiom of never advancing over open ground is once again proven true). Even so, if the Soviets had better leaders and specifically the ability to combine attacks, they could have cleand out the woods much faster. With that, they could have then advanced on the city.

But then what? If they had actually made it into the city, the Germans could have brought up armored reinforcements - reinforcements that the Soviets were ill-prepared to deal with. I have serious doubts about the ability of the Soviets to deal with them, even if their leadership is more effective.

0 Comments
You must be a registered member and logged-in to post a comment.
Start with a Bang, end with a whimper
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad (AAR)
Play Date 2012-10-15
Language English
Scenario EFDx053

Germany set up in a pretty well thought out forward defense, but the armor lost a step early on to the AT guns. The Russians were able to force the Germans back steadily,but were never able to get behind them and cut them off from the town. The Germans retreated to the town and just kept pounding the Russians with their artillery.

With the Germans in sole possession of the town,and Russian losses at 15 steps, the Russian commander just decided to spare his men and concede defeat.

0 Comments
You must be a registered member and logged-in to post a comment.
Time is the Soviet Friend
Author arixius
Method Solo
Victor Germany
Play Date 2013-07-10
Language English
Scenario EFDx053

Soviets need to clear a German controlled Town and keep the east-west road open.

The Germans deploy their HMGs in the east hexes of the Town to discourage any frontal assault and placed a pair of motorized INF behind the north hill and two more in the woods south of the town. These flank formations intend to keep out of harm's way until the very end of the scenario. Then rush to outpace any Soviet rear guard and get their sights on the east end of the east-west road.

There is plenty of time for the Soviets so, by travelling through the woods, they were kept safe from the German OBA. Once, at the west edge of the woods, it sent a (too big of a) force to draw fire from the HMGs. The German HMGs and OBA decimated the Soviet INF but the HMGs were now spotted.

A few hours of Soviet bombardment ought to reduce the occupiers of the Motherland. So, during the next several hours, Soviet artillery would disrupt the Germans and, using their superior leaders, then recover. Repeat this several times. The German abandoned the Town’s front hexes intending to return to regain their cover. This allowed the Soviets to advance en masse giving the German OBA too many targets to hit. But, by the time they were in position to enter the Town, the German HMGs returned and blasted the Soviets at point blank range. Badly damaged, the Soviets retreated to the woods to recover.

Although the Soviets continued to pound with their artillery, and attempted another charge, it never had really had a chance to clear the Town. Since the south German motor INF were drawn into defending the assaults, the north German motor INF rushed north of the woods, far from Soviet observation to the east-west road in the Soviet rear.

The Soviets lost the road and never held a Town hex more than 45 minutes. German tactics take the day.

0 Comments
You must be a registered member and logged-in to post a comment.
Those who don't do anything win.
Author davidthedad (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants gulatum (AAR)
Play Date 2012-10-15
Language English
Scenario EFDx053

The Soviet artillery forced the germans to leave the field and seek the shelter of the town but before they left the field the soviet infantry was reduced to a level that made taking the town almost an impossibility. The Germans once in the town simply reacted to any Soviet thrust by waiting and waiting and waiting. Here doing nothing became a successful strategy, which is fine for reality but in any game a loser.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.528 seconds.