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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Dog Day Afternoon
Eastern Front #72
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany 3rd Panzer Division
Soviet Union 269th Rifle Division
Display
Balance:



Overall balance chart for EFDx072
Total
Side 1 1
Draw 1
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-09-30
Start Time 11:00
Turn Count 20
Visibility Day
Counters 79
Net Morale 0
Net Initiative 2
Maps 2: 2, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 83
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

On the opening day of the "Typhoon" offensive designed to capture Moscow, the German 3rd Panzer Division had the village of Savarkov as its objective. Advancing across open ground, the attackers quickly reached the village. The Soviet defenders, although relatively few in number, stubbornly defended each building. So did their specially trained explosive dogs.

Conclusion

The Germans cleared the village with some difficulty. At one point a pack of dogs charged the German half-tracks parked in the town square. The Germans opened fire, killing all of them. Later the Germans discovered that each animal carried a two-pound explosive charge and detonator designed to explode when the dog crawled beneath a vehicle. As an experiment, the Red Army judged the "bomb dogs" a failure: they couldn't tell the difference between German and Soviet vehicles.


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
  • Assault Gun: if closed-top, 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).

Display Order of Battle

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

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 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 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)

Display AARs (2)

A dogged attack
Author Blackcloud6
Method Solo
Victor Soviet Union
Play Date 2012-11-17
Language English
Scenario EFDx072

This is a pretty straight forward scenario: the Germans have to cross open ground to attack a large town. There really is no way to maneuver but go right for it. The Soviets did two things that I think helped them win. They put the artillery piece on Board 2 Hill hex 0812 and then put an dug in outpost line in front of the town blocking the road. This caused the Germans to take more time under fire to get to the town and having to spend time clearing the road block. The 76mm Artillery piece killed enough German steps early on to cause the Germans to end up desperately fighting for just a draw. It took many turns for the German artillery to finally blast the artillery gun off the hill, rounds that might have been better softening up the town defense.

The Russians held the forward part of the tenaciously for a few turns until a foot hold was gained. But the Germans still had to fight determined defenders hex by hex and didn't gain much ground until the end but still never go even half of the town. The AT Dogs were rolled for but didn't happen.

I think this would have been a much better scenario if the Soviet morale was 7 instead of 8. They just would not budge or recovered too quickly.

0 Comments
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Drawn Game Solo
Author CraigA
Method Solo
Victor Draw
Play Date 2016-06-18
Language English
Scenario EFDx072

An interesting game setup up with a small force of Russians holding a large village on the edge of two boards. These Russians had enough weapons to hold this having ATG and mortars although of course the Russian infantry is weak. Germans were a bit bigger but had plenty of tanks including the Panzer IV.

The Russians had a line of dugin troops a few hexes out from the town, but in range for support. This is a common tactic for me as I try to slow the attackers down. Most of the rest were sat in the time with the mortars on the hills dug in

Germans attacked well and using the OBA started to dig out the outlying troops. This was when the 45mm ATG decided they needed to do something about the Germans and soon several tanks had been hit, including some Panzer IVs. Despite these losses though the Germans finally got a hold in the village and after that it was just Assualts. This did mean though that the Germans took too many losses and allowed the Russians to win but the Germans took the village which gave them the win as well.

I have put it down as a draw but Russian victory condition doesn't say at the end of game so it could well be a Russian victory. Good game in itself but Assaults in villages are a bit boring so not one to play twice.

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