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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First Guards
Eastern Front #62
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 78th Storm Division
Soviet Union 100th Rifle Division
Display
Balance:



Overall balance chart for EFDx062
Total
Side 1 6
Draw 0
Side 2 2
Overall Rating, 8 votes
5
4
3
2
1
3.13
Scenario Rank: 687 of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-08-30
Start Time 06:00
Turn Count 40
Visibility Day
Counters 75
Net Morale 0
Net Initiative 0
Maps 2: 1, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 85
AAR Bounty 153
Total Plays 8
Total AARs 4
Battle Types
Exit the Battle Area
Conditions
Entrenchments
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

The Red Army had halted the Germans at Yelnia, and at the end of August launched a counter-offensive designed to eliminate the German salient there. Properly prepared, with artillery support and a cohesive plan developed by Gen. Georgi Zhukov, 24th Army intended to throw the Germans back across the Desna River for good this time.

Conclusion

The 78th had a reputation as a hard-fighting, elite division and would later be re-named the 78th Assault Division. But the Ukrainians of 100th Rifle drove through them anyway, and the Yelnia position began to crumble. The operation bore all the hallmarks of Zhukov's art of war, including near crippling Soviet casualties. In recognition of their feat, on 18 September 100th Rifle Division would be the first Red Army formation given the honorific "Guards".


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

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 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)

Hold-Em and Run!
Author arixius
Method Solo
Victor Soviet Union
Play Date 2016-08-27
Language English
Scenario EFDx062

The Soviets must cross the board and pass through a line of entrenched Germans to escape off the southern edge. The Germans form a line blocking the open passages to the south (west side and center) and set up fire lanes in the forest road (east side). The Soviets advance taking advantage of the fields and wood in three groups to keep the Germans guessing on where the crossing will occur.

The west group advances and its front line smashes into entrenched and dug-in Germans. Many Soviets perish but some survive to keep the Germans attention while their friends attempt to dash by. With the other two advancing groups pausing the Germans in the center and east chose to remain at their posts.

The center Soviet group swings west and advances to the embroiled west zone while the east group patiently for the German line to thin out.

Several Soviets exited the south edge as they pass assault hexes. The Germans begin to move west to block a possible flood. The east Soviet group swings west to enter the center passage and ... get stuck. Only two hapless platoons managed to move into the center passage and were blasted by OBA and Opp Fire.

The Soviet just need to eliminate one more German step to obtain a win. That's when the game stalled. It took 11 turns to eliminate just ONE German. Almost three game-hours! Once that finally happened the mad rush south occurred and their were just too many targets for the Germans.

By noon (about 2/3rds into the game) there were too few Soviets on board to enable the German to win and the game was called.

0 Comments
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First Guards without many after the battle
Author campsawyer
Method Solo
Victor Germany
Play Date 2005-07-21
Language English
Scenario EFDx062

This was an well balanced scenario but the Soviets still took heavy casualties. The sides are even in most respects. Leaders where slightly in favor of the Germans. As the conclusion states the Soviets tried to drive right through them, but German OP and OBA fire was devastating, killing 10 steps in two turns. But the Soviets advanced and assault the German units with effect. The Soviets get 10 German step losses but suffer nearly thirty in there attack. By turn 35 it is impossible for the Soviets to win with the heavy losses.

It is worth another play here is the future to see if I can do better.

0 Comments
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Zhukov is Livid
Author PaperTiger
Method Solo
Victor Germany
Play Date 2012-02-07
Language English
Scenario EFDx062

The Soviets began the engagement in good order and gained early momentum, including the amazing early elimination of German armor. However, by mid-morning the initiative went over to the Germans due to three major factors:

1) German artillery made the superior showing. In one memorable exchange, the Germans laid down a factor 16 bombardment and rolled for a step loss. The Soviets immediate answered on the factor 30 column and rolled to no effect. Such a disparity of outcome was pretty typical throughout the engagement.

2) While morale was evenly matched with even a slight edge for Soviet half-steps, Red Army units broke quicker and recovered slower.

3) Nowhere was the Soviet morale problem more evident than in its leadership. They had a demoralized LtCol eliminated for failure to pass a second morale check, a Lt that spent most of the engagement cowering in the woods, and a Kommissar who deserted when/where he was most needed. This left their troops unable to advance in good order just when it was needed the most.

The Germans took advantage of the Soviet leadership problems to adapt their defenses and then counterattacked at midday. Their plans were thrown into chaos with the loss of their commanding officer. The Soviets, now rallied and regrouped, found a weakness in the German left to that could be exploited.

It was too late for a Soviet victory. The Germans again responded to the threat and inflicted too many losses on the Red Army for it to meet its victory conditions.

3 Comments
2012-02-07 23:23

A great first AAR! Welcome to PG-HQ! Your personal bio is analogous to mine - coming from computer games, finding that there is something a little different (in a good way) about sitting down with the battle arrayed on a table in front of you. :-)

2012-02-08 04:15

Nice to see a new contributor to the AAR pages. Welcome to the game !

2012-02-08 05:53

Thanks for the welcomes, makes me feel right at home! I love this game and am really revved up to play more. I've enjoyed reading others' AAR's and am looking forward to writing more as I go.

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Pass in Review
Author Matt W
Method Solo
Victor Germany
Play Date 2014-07-15
Language English
Scenario EFDx062

In this scenario a large force of Soviets are trying to penetrate the German lines to disrupt the German advance. Nearly a full regiment of Soviets are included against a battalion plus of Germans. The Soviets need to advance across a long sided board to accomplish their victory conditions (get more steps off the board than the number of steps destroyed), however they have tons of troops and some strong OBA to help. Plus, and this isn't a little thing, they have morale to match and exceed the Germans.

I decided to work in echelon, with my left wing of two companies moving into the woods to engage the more heavily manned section of the German line. Another two companies would engage the center of the line next. Once the Germans were fully involved in those two areas the mass of the troops would exit the town and make a dash through the lightly held western section of the line to exit the board.

In retrospect the echelon idea worked nearly to perfection as all German reserves which had been held behind the entrenchments along the road in the woods became involved in repulsing the Soviet left wing. The central attack forced the Germans to reveal themselves in their supporting positions in the woods to the south of the town where the Soviet artillery had a field day.

Ultimately nearly a whole battalion of Soviet troops managed to exit the board but the cost was excessive. They managed to knock out all of the StuGs and destroy another 10 steps of Germans but they lost nearly every step that didn't exit, resulting in a German victory.

It was a fun play but a much more difficult task for the Soviet player than for the German. Interestingly, I think this one would play much better in a face to face venue than in solitaire. The 40 turn length lends itself to a whole lot more cat and mouse than I had the patience for. I give it a "3" but at its height with the Soviet forces passing the German defenses and the count becoming very close for a Soviet victory it was a "4" and only lost the ranking as the likelihood of a Soviet victory faded.

I would strongly suggest looking at this one for a ftf play and will do so myself.

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