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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Smashing Guderian
Eastern Front #64
(Attacker) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 17th Panzer Division
Soviet Union 108th Tank Division
Display
Balance:



Overall balance chart for EFDx064
Total
Side 1 5
Draw 0
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
3.33
Scenario Rank: 531 of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-09-02
Start Time 06:00
Turn Count 48
Visibility Day
Counters 81
Net Morale 1
Net Initiative 0
Maps 4: 1, 4, 5, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 101
AAR Bounty 153
Total Plays 5
Total AARs 4
Battle Types
Delaying Action
Inflict Enemy Casualties
Meeting Engagement
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

Bryansk Front, holding the line south of Moscow, now faced the advancing German panzer divisions and received orders to stop them. A counter-offensive by the front's mobile group would crush the advancing Nazis. "Guderian and his entire group must be smashed to pieces," Josef Stalin personally ordered. "We await your reports about the destruction of Group Guderian."

Conclusion

The recently-raised 108th Tank Division had the benefit of modern equipment if not much training, and crashed into the panzer spearheads almost head-on. Promised air support did not materialize, but the Soviets stopped the German advance anyway and forced the Nazis to give ground. A tactical success, it would be thrown away when the army command failed to exploit it.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).

Display Order of Battle

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

Display Errata (6)

6 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 537

Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front.

(Shad on 2010 Dec 15)
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 (4)

German Armor Smashes Russians
Author BarbHemian
Method Solo
Victor Germany
Play Date 2011-02-16
Language English
Scenario EFDx064

The Germans took cover in a small town on the West side of the board. As the Russian forces approached a wheatfield North of the town, German armor moved out to meet them. In the ensuing firefight, the Russian forces were decimated.

0 Comments
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Double-blind Smashing Guderian
Author davidthedad (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants gulatum (AAR)
Play Date 2012-04-22
Language English
Scenario EFDx064

Scenario 64 Smashing Guderian was an excellent example of why playing double-blind is so much like life, one never knows what is around the next corner. Trucks and Spw251s move without identifying their contents if any, Line of Sight, Elevation and Observation rules become alive. Occupying Towns and Hills become necessary observation points to watch the action unfold on the battlefield. Scouting and reconniassance actually take time and units away from the main battle. Observations ranges, and limiting terrian allow for hidden movement. This scenario was large enough to allow all of the above to come alive. Setting a trap for the enemy to fall into is now possible and avoiding the enemy's is required. This is now the only way to play.

1 Comment
2012-04-22 19:35

What about the battle? What happened, who played? what was the significant issues?

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Stalin will have my head
Author gulatum (Soviet Union)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants davidthedad (AAR)
Play Date 2012-04-22
Language English
Scenario EFDx064

The Russians learned a painful and important lesson: their forces are too brittle to be divided. The original plan was to grind up the east side of the board using the woods to concentrate my forces. However, I foolishly left only a few infantry and the AT gun to cover the southern road. Then, when i thought I had spotted what I presumed to be the German's "scout" tank, I made the mistake of pursuing this tank into an ambush (accomplished through dextrous manipulation of the rules for double-blind play with observation posts). The Germans closed in on the divided Russians... you can guess the rest.

I would suggest that when you get a tank like the KV2, you make sure that it is FIRING on something every turn, not wasting its time moving only two hexes every turn. The use of such a tank is not about finesse...

0 Comments
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So what do you think would happen? Part 2
Author arixius
Method Solo
Victor Germany
Play Date 2018-10-07
Language English
Scenario EFDx064

Germans enter from the northwest and Soviets enter from the southeast. Each side has a lot of tanks. Each side has a lot of infantry; except the Germans are mechanized and the Soviets or motorized. The Soviets have to avoid having more than five German units on the east side of the map. The Germans just need to hold on.

The German mechanized sprints for the northeast town and sends the armor to the central fields. The tanks will slow the Soviet advance across the fields and the infantry will hold onto the town and force an urban assault.

The Soviets move into the central woods and waits while their armor engages the Germans from the treeline. Their plan is to reduce the German armor then advance the dismounted infantry to engage the Germans in the town.

In the woods the Soviet armor's tough hide required the German tankers to spread out and cross-fire. After an hours long tank battle the Germans were quite battered but the Soviets were rendered ineffective. Nothing left to do but charge the Soviet infantry.

Charging into a stack of APCs and rifle fire ended as you would expect.

A better use of the Soviet tanks would have been to avoid the German tank's cross-fire and attack the APCs. Then cross the infantry to assault. But tactical solutions are not always obvious until the AAR is written.

0 Comments
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